[crickets chirping] [clicking] [exciting music] βͺ βͺ [HBOMB] In June 2000,
Ion Storm released "Deus Ex." "Deus Ex" is one
of the best games ever made. It's engaging,
free-form game play, and complex storytelling
quickly cemented it as one of the true classics
of the medium. βͺ βͺ So the developer went bankrupt. [booming, VHS tape clicks] If that line sounds familiar
to you, get used to it.
Like, 12 more videos
are gonna start this way. Eidos Interactive--
the game's publisher-- was the 51% shareholder
in Ion Storm so when the company closed
its doors and the creators quit
or got let go, the "Deus Ex" intellectual
property didn't belong to any of the people who--
you know--made it, but to a bunch of executives
at a publishing company. Then Eidos Interactive's
parent company, also named Eidos (which made
researching this very confusing) got bought and merged
with another game publisher, Sales Curve Interactive. Then they hit major
financial trouble and realized they need
to make games to survive and opened a new
development studio in Canada which began development on
the next "Deus Ex" game. While that was happening,
things were going great at SCi. Just kidding.
It went so bad, the CEO got fired. To get a fresh start, they renamed the company
to Eidos. Hold on a second! Then they got bought again, this time by Square Enix. Square Enix said they were going
to leave Eidos to themselves then changed their mind
and forceably merged the company with their European branch,
and oh, my God, isn't the game industry
so normal and fine? While all of that was happening, the team at Eidos Montreal had
to somehow make a video game. The making-of documentary
for this new Deus Ex game begins with a bunch of talk about
how great it is to work with Eidos
from French-Canadian developers wearing T-shirts with
the Eidos branding. [STEPHANE] Eidos has a very rich
IP portfolio. I mean, their--their projects
are just great. Their IPs are very rich. [HBOMB] Partway through,
Eidos disappears from the story completely
because they stopped existing and they suddenly
had completely different bosses. Being owned by Square Enix came
with some benefits, though. They got to reference
"Final Fantasy" a few times. One of the bosses--a big guy
with a gun for an arm-- got to be named Barrett. They put a poster
on some character's walls for a "Final Fantasy XXVII." You know,
'cause it's the future. It's cute.
So it wasn't all bad. Just kidding.
It was bad. The executives
at Square Enix weren't going to let them do this. They didn't want
to risk damaging the "Final Fantasy" brand
any more than "Kingdom Hearts" already-- the team at Eidos Montreal had to argue their way up the corporate chain
of the business that just bought them all
the way up to Yoichi Wada-- the president and director
of the entire company-- to get permission to put
a funny poster in the background of their game. "Deus Ex" used to be a series
that criticized the bizarre machinations
of corporations so big no one knows who
they're working for, where intellectual property
and brand management mattered more than people, a world where one company
can own half your childhood. A system governed more
by tax incentives and corporate subsidies
than people. It asked important
questions about the future of mankind, about who wielded power
over others, and what their interests
really were-- a story sometimes so accurate
in its guesses, it seems less fictitious now
than ever. But then many years and corporate
acquisitions later comes "Deus Ex: Human Revolution," the game that dares
to ask the question, "What if we had robot arms?" [Alexander Brandon's
"Main Title"] βͺ βͺ [upbeat music] "Deus Ex: Human Revolution"
is pretty good. It's fun.
Yeah. I have a tendency
to make videos about things I either really love
or really hate so just to clear up
any potential confusion here, this game is fine.
Good job, guys. I'm about to spend, uh--
oh, my God-- complaining about it,
but I need to say, this was the first game
by a new studio and it was being made while they were being bought out
by Square Enix by a team that had never
previously worked on any games even remotely like "Deus Ex." I might not think the game
is perfect, but it is a genuine achievement
that it's this good. So why am I talking about it,
then? That's a good question.
Me? Well, here's the thing. The original "Deus Ex" belongs
to a special sub-genre of games named
the "immersive sim." In a sentence, immersive sims are games that feel just that little bit more like worlds
you're taking part in. They prioritized
the player's freedom to choose how to solve problems
and then dealing with the consequences
of those choices and being able to find creative
and unexpected solutions, often ones the developers
themselves hadn't thought of by being built in a way
that could respond well to player creativity. There's a lot of different ways
you can define an immersive sim, but there's only one real one. Can you solve a problem intended
to be solved with a gun by stacking a bunch of boxes
and going over it? In the late '90s
and early 2000s, immersive sims were coming out
fairly often and people still
look back fondly on many of those games, but then almost overnight,
they disappeared. An entire genre of games
basically died out for years. But a couple of years back, we started to get more
of them again, and they're amazing
and beautiful and a lot like the games
that people remember. "Human Revolution" is
a fascinating orphan of history. It came out between
the two golden ages of the immersive sim, when this type of game
wasn't considered popular or profitable enough, so while they were making it, the team made a lot of changes to try and make it a bit like other games people liked
at the time, trying to streamline it
and make it more accessible for a console audience. I'll give you three guesses
why they decided the game needed third-person
cover shooting. And at the time of release, people seemed happy
with those compromises, but the thing about
immersive sims is, they were already great
and didn't need changing. Recent games like the new "Prey"
have proven immersive sims barely need to change at all
from how they were 20 years ago to be amazing at what
they're trying to do. So when the "Human Revolution"
team decided the "Deus Ex" formula
was broken, all their fixes actually made it
less like what makes these games great. So today in this year's self therapy session masquerading
as a video game analysis, I'll be trying to get
to the bottom of what happened to "Deus Ex"
to see what we can learn about how or how not
to modernize a classic. because there's a lot more
at stake here than just one beloved franchise. After doing some digging into
the lineage of the intellectual
property rights of some of my favorite franchises, I discovered Square Enix
might not just be rebooting-slash-remaking-
slash-beating the dead horses of the "Deus Ex," "Tomb Raider,"
and "Thief" properties. No, a much more
important franchise lives under their jurisdiction. One of the most important
and meaningful stories in gaming history. I'm speaking, of course,
about "Gex." The "Gex" trilogy sold millions
of copies and arguably saved the world, but there hasn't been
a new "Gex" since 1999, and due to Crystal Dynamics'
acquisition by Eidos in 1998, Square Enix's 2009 acquisition
of the company that bought Eidos and renamed itself
to Eidos means it's only a matter of time before Squenix
puts someone to work reviving the sleeping god
in their possession. So for all our sakes... It's worth seeing
if we can learn from other attempts
to revive old franchises and come up
with some general pointers. "Gex" and "Deus Ex" form
a symbiot circle. What happens to one
of them will affect the other. You must understand this. So we have to do this for "Gex." If we're not careful, he'll be in the next
"Kingdom Hearts" and kiss Goofy and society
will fucking crumble. [computer beeping] A really good test
of role-playing games is how quickly players get
to do that. In "Deus Ex" you press new game and then you're making
a character. Then there's an opening cutscene
and bam, you're at your first mission, the iconic and impressively open-ended Liberty Island level. A huge part of why
this game still works so well is how instantaneously it makes
you feel like you're playing it your own way. You've only just decided your character's
starting abilities and already you're being told
to put them to use how you see fit
to capture the NSF leader holed up in the Statue
of Liberty. Within literally seconds
of starting the game, you're being asked to pick
a new weapon by a character whose appearance changes based on what your character
looks like because he's your brother. That's a pretty freeing way
to start a game, giving players a bunch
of choices and already reacting to one they made in
the character creation screen. But this type
of opening isn't unique to "Deus Ex," though.
It's a staple of the genre. In--I dunno--"Vampire:
The Masquerade - Bloodlines," you make a character,
cutscene, funny tutorial
that you can skip, welcome to Santa Monica. It's just like
it is in real life. The high watermark here,
of course, is "Fallout: New Vegas," instantly plopping the character
you just made in the world with next to no limits where
to go and what to do. Putting the player
in the driver's seat as quickly as possible creates
a sense of agency which is pivotal in games
that prioritize making choices and playing a role. Role-playing games.
What a conce-- ["Metal Gear Solid" alert sound]
[rock music] [character screams]
[man] βͺ Gotta get up-- βͺ [HBOMB] In "Deus Ex:
Human Revolution," I was a bit worried
when I realized there wasn't anything like
a character creation screen, but hey,
I'm old. Maybe those are outdated now. I did do a little cringe when
I saw the highest difficulty was called "Give Me Deus Ex,"
though. Sure, tell me
to have high expectations. That hasn't ruined
my life before. [dramatic music] [BOB] Is everything in place? [VOICE] Almost. [BOB] What do you mean,
almost? [HBOMB] The game begins with the weekly Illuminati
Zoom conference where they ominously discuss
their plans while trying to change
the default profile picture. Apart from one teeny,
tiny, massive problem, I really like this opening. I especially like how short
it pretends to be. The intro ends,
and bam, you are Adam Jensen, head of security
at Sarif Industries. Oh, it's really thematic,
if you think about it, You see, Adam
is a clever reference to "Seinfeld." [GEORGE] Remember my friend Adam
from Detroit? [JERRY] Yeah, the guy with the-- [JC] Augmented. [JC screaming]
[Jonathan Wolff's "Seinfeld"] [HBOMB] I do like that
it zooms in on his head to start the game. I'm glad someone's repping
the classics. Wow, that was pretty quick. It's time to begin
the first level and start playing the game--
nope. You see, the problem
with the original "Deus Ex" was you didn't spend 20 minutes
watching JC Denton waddle around his office
making small talk first. The opening cutscene
is far from over. The top scientist
at Sarif Industries is Adam's ex-girlfriend,
but they're still pretty close. You can tell because
they decided to pose her like
a teenage anime school girl. [MEGAN] And I thought women were
the ones who kept men waiting. [HBOMB laughing]
Gender! The introduction isn't
one minute of ominous, interesting dialogue followed
by game play. It's followed by many minutes
of walking and talking, meaningless techno babble-- [MEGAN] But the increased
neuropeptides coming from the pidot cluster-- [HBOMB] That actually
happens twice. [MAN] I'm thinking
the glial tissue breakdown we noticed after splicing
in the repressive protein might be the cause.
[HBOMB] Oh, yeah. This is great. [MAN] Cytometer--
[MEGAN] We might get a more accurate reading
that confirms-- [HBOMB humming] Then you get to watch
a weapons demonstration, argue with your coworkers
in the elevator... [inhales sharply] Watch the planes go by, and listen to your boss tell you
how important all that stuff was for the future
of the human race before they realized
they're losing you, so, uh--uh,
a terrorist attack happens! There we go!
Oh, boy! A call to action! Now we can finally start
the ga-- the unskippable tutorial
for how to play the game. We need to make sure
you know how to crouch,
move boxes around, use vents,
and take cover. Click on enemies to shoot them. Okay, now do it a few more times
just in case. Okay, well, at least it's over
and now we all know how to play, so now we can start the ga--
watch another cutscene. Adam gets knackered
by some bastards. Then the bad man shoots him into
a hospital where the game transitions into
a really cool opening sequence. Adam has most
of his body replaced with mechanical parts
and the music swells and, ah, yeah.
It's a really cool opening. And now finally after
the opening cutscene and the walk and talk
and all this setup and a tutorial
and another cutscene, the game can start.
Here he is! Here's our boy!
Oh, man, they're doing it again! Yeah!
Finally you can play the ga-- start a sequence where Adam
comes back into work to get his heads-up
display fixed by the IT guy on his way
to the first mission. Only then can you go
to the helipad and after another cutscene
you have a conversation in the aircraft
with your boss about the mission you're headed into
and get to pick a weapon. The first real choice in
the game. As a reminder, you're making the same choice
literally five seconds into the original "Deus Ex." [JC] Give me the GEP gun. [PAUL] The GEP gun might
be useful. [enemy screaming]
[beeping] [ALEX] That might have been over
the line, JC. [HBOMB] I kind of wanted to know
how fast the intro could go if you were going as fast
as possible and skipping everything,
but when I tried that, I hit a little snag. How quickly can you give me
"Deus Ex?" Come on.
Let's do it. [HARRY] βͺ What if I'm late βͺ βͺ Got a big date βͺ [clicking] [HBOMB stammering] Come on! [WOMAN] Warning
Thi-- [HBOMB] Okay, right. Oh, you're kidding me!
You can't even skip it? I went for a piss while I
was recording the intro of the Director's Cut
and there was still, like, two minutes left of this. I should have bothered
to wash my hands! Uh, fun fact. The "Human Revolution" speed running community have a shared save file that starts right after
the walk-and-talk because-- holy shit--
can you imagine having to sit through that every time? [clicking] Oh, my God.
I can't even close the game to stop the experiment.
It just goes to this screen. You can't even open the menu! Alt, F4? Okay, you can at least quit
that way. [clicks] [techno music fades] [clicking]
[giggles] It crashed.
It's fucking crashed. Now, I get what
they're going for. Games with a more linear
cinematic intent like "Red Dead Redemption"
or "The Last Of Us" or even "Half-Life"
bring you into the narrative by slowly building
to their game play like this, but for RPGs with a focus
on player freedom and choice, this is the opposite
of what you should do. The player doesn't feel
like they're taking part in the story when they
can barely control where Adam aims his head
for most of his big introduction. For games like "Deus Ex," which "Human Revolution" says
it's trying to give people, you want the player to have
a sense of control as soon as possible. Once it's over, though,
everything really picks up, so it's not that big a deal,
but if it's not a big deal, then why did I waste so
much time complaining about it? Well, first of all,
leave me alone. It's my video.
I can do what I want. And then secondly I think
this choice reflects a pretty serious
misunderstanding about what makes these games fun
to play. You see,
this is an exact mistake the original game almost made,
too. See?
I'm going somewhere with this. Please subscribe. They originally planned to begin with meeting all
of your coworkers in your base, talking to everyone,
a lot of exposition and setup and introductions--
basically a lot of busy work that wouldn't be
that fun to do first thing the instant you hit "New Game." Before there was an attack
on UNATCO HQ that necessitated going into action.
In other words, they had the same idea as the people who made
"Human Revolution," but they later realized it would
be better if they started with game play and deliberately switched
the order. This introduces
a minor weird plot thing. You arrive on an island
to deal with a terrorist attack and it's right next to where
your new base happens to be. This would have made slightly
more sense when you started at the base and went out when
they attacked headquarters which is how it seemed
to work in original footage from betas of the game, but it was worth it
to make this change because the player feels like a part
of the story now, which is, you know,
the goal of role-playing games. You don't feel like a part
of the story by watching the character
do things. You feel that way by getting
to do things as the character, and there's
a big difference there. I don't like giving
direct advice like I know
the exact correct way to make a game,
but guys, start the game here. Start at the thing
or in the plane on the way to the thing. The next game,
"Mankind Divided," did exactly that.
You start on the plane. I mean, it had three more
opening sequences after it, for some reason. More importantly than any
of this, though, we need to circle back
to the most fascinating part of this whole thing. "Deus Ex: Human Revolution"
recreated an exact problem
the original game almost had and then fixed
during development. I think we need to explore how
something like that can happen, right? [computer beeping] [tense music] So, the development
of "Human Revolution" was a bit of a mess.
I mean, first off, this was a new studio making
their first game. You can't just snap your fingers
and open a new 350-person development studio overnight. You have to build that,
you know? And in this case,
literally. When the studio opened, the building they planned
to make their offices wasn't even finished
being built. [STEPHANE] These guys
left everything to come
to a brand new studio with not even a--
permanent offices yet. [HBOMB] Building
a new studio can't be easy. Now, you're clever, so you're probably wondering why so many game companies
open studios in Montreal. I'm sure French Canadians make
for excellent game designers, but the answer is money. Here's the annual cost of hiring a video game programmer in various major cities. San Francisco: $119,404.
Austin,
where "Deus Ex" was developed: $91,161.
Vancouver: $78,500.
Toronto's almost at $78,000.
They're getting there.
Montreal: $72,335.
Montreal with government
tax credit: $45,209. Up to 37.5% of the cost
of your employees' salaries are effectively given back
to you by the province. Look, all I'm saying is, I can telepathically predict
where companies will open their next game studio. [LEADER] Don't believe me?
It's all in the numbers. What, were Eidos supposed
to open a new studio in Texas again? The biggest
game studio headquartered in Texas now is, I think,
Gearbox, right? And guess where they're opening
their new studio! Come to work at Gearbox Quebec!
They don't pay very well, but they promise
really good bonuses. I mean, they promise them. Eidos Montreal also had to deal
with the fact that they're the Canadian branch of a company
that doesn't exist. They got acquired
by another company while they were trying
to make their first game. That's got to make
the development process a little more complicated. [STEPHANE] It's, uh--it's, uh,
two years or more of development. You never know how
it's gonna turn out. [booming] [HBOMB] It's easy to see
why some aspects of the process got misplaced. Okay, I don't wanna make any
more excuses for the developers. It's starting to feel
a bit condescending. Let's talk about some
of the choices the developers made about how
to design this game. In a hugely informative Game
Developers Conference talk about
the development
of "Human Revolution,"
game play director
Francois Lapikas-- sorry if I'm pronouncing
that wrong. My Kebequa--Kwabeccy?
Kebeh-- My Canadian French isn't great-- says during pre-production, the team planned the entire game
and all of its features and mechanics in advance
and then stuck to that plan throughout development
executing all of it with very few changes. [FRANCOIS] Uh, we
did not redo systems. Uh, we did not rethink the game.
We just went full-speed ahead. We knew exactly what we wanted
this game to be, what we wanted
the player to feel. [HBOMB] Having a plan
makes sense but traditionally
in game development, plans change over time
as you see your game ideas in action and iterate
and make changes. "Human Revolution's"
main design team wrote all their initial ideas
on huge sheets of paper and then stuck them to the walls
and followed them religiously. [FRANCOIS] Everything
I've shown you so far, we put on huge sheets of paper which we papered
the walls over with. [HBOMB] Before they'd
actually made the game, had a chance to see how it felt
to play, or test things out, they'd already decided
how almost everything was going to be. [FRANCOIS] So by having it, uh,
on walls, every single morning
when we came in, we saw exactly what we needed
to do. They were so important in fact
that when we moved to our, uh, final offices,
it's the first thing we put up. [HBOMB] By the end,
the team had made a game that was absolutely brilliant. On paper. When I say "Human Revolution" feels like the first few ideas
a bunch of guys had in a brainstorming session right
at the start of development, that's because it is the first
few ideas a bunch of guys had in a brainstorming session right
at the start of devel-- [wildly flapping tongue]
Basically the whole ga-- [laughing] [FRANCOIS] Blueprint was a way for us to chart the whole game
in advance. Just to show you, this is, uh, half
of the blueprint. [HBOMB] Basically the whole game
had been planned out on spreadsheets before
they discovered, you know, some of it is boring
and time-consuming, and then they realized
they'd forgotten to plan half
the stuff that needed to be there and had
to add major components to the game at the last minute
and everybody hated them. Lapikas apologizes directly
in his talk for the boss fights. [FRANCOIS] They were a big part
of the game and we should have put
more efforts in them, so truly sorry about that. [HBOMB[ While I was watching
this talk, I was beginning to write a joke
in my notebook, like, "I guess no one wrote about
the boss fights on the walls." But it turns out
that actually happened. [FRANCOIS] Remember
the direction sheets I was talking about
at the beginning. We didn't have one
for boss fights. We kind of forgot about it. Because we didn't have these
direction sheets, we didn't really know what we
were doing with boss fights. [HBOMB] Game development
is a complicated process where initial ideas you had
in a vacuum months ago might turn out not
to work in practice. Just as a comparison, the team behind
the original "Deus Ex" threw away half
of their design document part way through. [Warren] We ended up with-- are you sitting down? 500 pages of documentation. Yeah. No one read it. Um...
[audience laughing] [HBOMB] Warren Spector,
the director of the first game, is really open about how much
rethinking needed to be done to make the game what
it is even though they thought they knew everything they needed
at the end of pre-production. [HBOMB] The year "Deus Ex"
came out, he wrote a retrospective
for "Gamasutra" which incidentally changed
its name to "Game Developer" while I was writing this video,
which was confusing, and part of it covers
just how much of their ideas got thrown out or replaced. [SHAUN narrating] [Warren] We were open to change.
Be open to change. Anybody who tells you that,
you know-- that when you get to the end
of pre-production, "You've got a script
and nothing changes," has never made a game, right? [FRANCOIS] Blueprint was a way
for us to chart the whole game in advance. [HBOMB] On the one hand, you have a game that appears to have been designed
pretty intensively before they'd even made any of it, and on the other you have
a team months from release who realized there's a problem
and go, "Wait, hold on a second." [HARVEY] Like, me and Warren
and Chris would-- would sit in a room
and fight like cats and dogs It's just kinda weird
that you introduce some of these characters, you interact with them
a little bit, and then they're just gone. He shows up in mission one,
he shows up in mission two, he shows up in mission four, and then you never hear
from him again. What happened to that guy? And it was a powerful question
because it was one of the basics of storytelling
that we as video game designers weren't yet applying,
and so we went back. [HBOMB] I'm sure I could wrap
this point up here in a neat little bow and
say something like, "The real test
of a creative work "isn't having a lot
of good ideas. "It's understanding when
you have to change them to make them work." But then you have to ask, "Why would anyone be so rigid
about pre-production and unwilling to rethink things
like this? Well, because they have to be. Think about how much
game development has changed since the '90s. If someone had a better idea
about a mechanic or wanted to rewrite the opening
or redo some dialogue or swap the first two levels, it wasn't too much work,
and crucially, not that much work was wasted. It's pretty easy
to steer a canoe. Larger ships, however,
are notoriously difficult to steer even when you see
the problem in time. You know, like in that movie. Uh, "Speed 2?" Games are vastly more expensive
to make now, need scores of programmers,
artists, animators,
directors, producers
designers, writers. Companies need organizational--
wait, I have more. Production assistants,
general managers, composers,
sound designers, mocap artists, the entire second company you farmed out the boss fights to, not to mention voice actors
you have to call back in to do more work if you need
to change anything big, and incidentally, one of "Human Revolution's" other really big problems exists
completely because they didn't want to have
to call back a voice actor. [ELIAS] I never asked for this. [HBOMB] Things do need
to be planned that much more in advance and stuck
to pretty strictly if all these folks
are gonna manage to come together
to produce something that works at all. If someone on the team thought
the opening kinda sucked and needed some reworking-- and I'm willing to bet several
of them did-- what were they gonna do? Cut out millions of dollars
of work? Remove all that content you made
and have to make even more? Tell the higher ups you blew
a ton of time and money and need more of it? They had to fight all the way
to the top to get a fucking poster in here. Do you think they're gonna get
that far asking them for the time
to redo something this big? Now, I'm not strictly saying they wanted to fix the opening
and couldn't. There's no way of knowing
for certain unless someone who worked
at Eidos Montreal wants to go on record.
Please E-mail me. I'm just saying that in
the AAA landscape that has sprouted
as gaming became one of the biggest industries
on the planet, you have so much less room
to change and improve once you realize a guy disappears
after mission four. And guess what? A guy literally does disappear after mission four. We'll get to that later. "Human Revolution" has many
of the exact problems the original "Deus Ex" team
have described their game having before they had the chance
to go back and fix it. It just didn't get the polish
and rethinking that made "Deus Ex" one quite so special, and this leads
to much bigger problems than a boring opening. If you asked me what
was the most important thing about these games-- and you're watching this video so implicitly
you are asking me-- I'd say it's giving
the player agency. Giving them the freedom
to make their own choices. Most of "Human Revolution's"
biggest issues spring from a misunderstanding
of what this actually means. Instead of giving players
meaningful choices to make as Adam Jensen, lots of the game
is about watching Adam Jensen make his own choices without
the player's control. [computer beeping] [upbeat piano music] During the first level
of the manufacturing plant, while you're making
your way through or past the gang that
has occupied it, there are hostages you can try
to save and there's also a climactic
stand-off with Zeke Sanders-- the ring leader--
who has a hostage at gunpoint. You can trigger a shootout
where he kills the hostage and then attacks you,
but if you're quick enough, you can take him out first
and the hostage survives. You can also just let him go. This will cause the hostage
to be killed in the crossfire during his escape, but you can actually talk him
into letting her go and just walking out. One of the hostages
you can save earlier is this woman's husband. If you saved both of them, they feel indebted to you
and tell you to catch up with them later at their place. [MAN] You're a true hero, man. I'll find some way
to repay this. - I swear.
- [HBOMB] If you do, they give you the address
of an arms dealer and get him to give you
a discount. This is a really neat little
side story that ties into
the player's actions. The discount isn't even
that useful, for reasons we'll explore later, and these characters don't
do anything else afterwards, but you don't need
any wider effects than that for this to work. [WOMAN] I can never
thank you enough for what you did. [HBOMB] The fun here comes
from feeling briefly that you're tangibly involved in two tiny little
digital lives-- that the things you're doing
and how you do them can make a difference. This side quest
is genuinely really nice. [VHS tape pauses]
However, it's also
the best you're getting. When it comes
to the main story-- the thing you're focusing on
for most of the game-- the player has little
to no freedom or control. You get to choose
the in-flight meal, but the plane's on auto pilot
and oh, no, a metaphor for the direction
the story's taking. The actual story
of the manufacturing plant level is about Adam walking in
on a hacker going after the company's sensitive data, and I say Adam here,
not the player, because once you reach the door, you're forced to watch him
immediately get seen by the hacker
and watch him get hacked by a double hacker and then fail to stop
the hacker shooting himself. [MAN] Help me! [gunshot] [tense music] [HBOMB] This is an important
story moment they thought
would be really cool, you see? So the player's ability
to interact with it needed to take a backseat. You don't get to decide what
to do about the hacker. You get to watch a movie. [ADAM] Patch me to Sarif.
Now. [computer beeping] [machine whirring] [HBOMB] Oh, yeah!
This is great! This could have been
an engaging game play sequence. The player could have been able
to knock them out using stealth or grab them before they manage
to shoot themselves and only get this outcome
if they were too slow and failed to stop them. You know, like that thing
they do a few minutes later. Just do this but for the part of the story
that actually matters. This would give the player
a sense of direct interaction with the major events
of the plot. The story wouldn't even need
to change too much. Sure, this character dying here
probably seems too important at first glance since
the next quest involves breaking into the morgue
of a police station to recover his brain computer
from his body, but what if even if you knocked
him out-- [blow lands]
He mysteriously turned up dead in police custody? This would actually enhance
the sense of a conspiracy while also making
the player feel like they were involved in it. Instead of being, "How dare the police not give "my tech start-up
complete access to a corpse they just recovered
five minutes ago," it would be,
"Holy shit, they're in on it. "They killed him! "We can't let them get away
with this! Ooh!"
Hang on. Can we just talk about
the design of this room for a second? It's built so you can see
the hacker when you come in through
the frosted glass, but you can't, like,
distract him or come in through another route
or shoot him through the glass or get his attention
in any way. You just have
to watch him playing this animation until you trigger
the cutscene by going through the door. You can even see
there's another way in but you can't get over
this stuff to get behind him. What's kind of insulting
is they put an invisible wall here
so you can't climb over it when you can climb over
the stuff that's the same height right next to it. It's like they went out
of their way to make it as obvious
as possible that you have no choice except
to come in through this room this one way and trigger
the cutscene. Instead of giving you
a reasonable amount of control, the game makes increasingly
awkward attempts to make you feel like
you're making more choices than you actually are. After the stand-off, the cops have alternate lines
of dialogue for almost every specific
big thing that happened at the factory. If Sanders got away,
if you killed him, if you saved the hostages
or not, they all instantly know
and have thoughts about every major thing you just did. [MAN] Diffusing that bomb
was some quick work. You should get a commendation. [HBOMB] You have no idea
how quickly I diffused the bomb. You weren't there! [MAN] God damn! [thudding] [bangs] [MAN] Nice job securing
the plant. I wouldn't have thought
a security guard could handle this. [HBOMB] Doesn't even stop trying
to kick the door down to tell me what he thinks about
how I handled things. What a pro. When you get back
to Sarif headquarters, everyone else reacts
to your choices, too, in a way that starts
to feel stilted and artificial, like they're breathing down
your neck trying to make you feel noticed. [MAN] Talk's all over
the office, Mr. J. You really took care of those
Purity First assholes. [MAN] How'd you take 'em down
without killing 'em? [HBOMB] Almost everyone
at your job already has something to say. [WOMAN] How did that monster
get away from you? [WOMAN] You saved the hostages,
didn't you, Jensen? [MAN] Apparently there wasn't
much bloodshed, thanks to you. [HBOMB] Pritchard has one
of two dialogue lines based on how many guys
you killed at the plant. [PRITCHARD] Well, well. If it isn't Attila the Hun fresh
from the killing fields. [HBOMB] But if you killed
very few people, he says this. [PRITCHARD] Well, if it isn't Mahatma Ghandi himself come to honor us all with his
life-preserving presence. [HBOMB] Now, this is cute, accounting for the player's
choices like this, but this one line is all
that changes. In fact, even if you haven't
killed anyone in the game yet, his next line is still this. [PRITCHARD] Stick
to kicking down doors and shooting people, Jensen, and stop trying
to do my job. [HBOMB] Someone wrote Pritchard
to treat Jensen like a serial killer, then realized they
should probably account for the possibility
the player hasn't killed anyone and add in precisely one
alternative line and moved on. I get the desire
to make your home base feel like it's reacting
to the player's choices. It's a really good idea
on paper, and you know those guys
loved paper. [laughs]
Good one. But if you execute it poorly, it doesn't feel
like characters reacting to things another character did. It feels like writers scrambling
to find ways to make you feel involved
in a story. [MAN] Jensen, is it true Sanders
acted surprised when he heard about the hacker? [HBOMB] Uh, buddy,
that just happened. I just got back right now.
Who told you this? D--Did you read the script? Luckily,
this problem solves itself. After the early levels, the player has so little control
over what happens that NPCs run out of things
to react to you doing. Either that or even
the writers realized how weird it would be if
the people at your Detroit headquarters
were like, "Hey Adam, way to steal that key card
from that brothel in China!" The game has another way
of creating the illusion of choice, though. Many sequences
have dialogue choices. These feel like choices because,
well, they are, technically. But what the game doesn't
tell you is these choices do nothing. [FARIDAH] So, how's it feel? - Being augmented?
- [ADAM] Excuse me? [HBOMB] The main character
Jensen interacts with in the game is Faridah Malik,
Sarif Industries' pilot. When you leave
for the first level, she asks how you feel
about coming back into work. When you get back
to her afterwards, she asks for your take on
the events of the mission, and as soon as you land, she asks you how you feel
about being augmented. You get a lot of opportunities
to choose what to say to Malik. Getting to make the choices
is nice, but none of this does anything. Malik maybe gets annoyed
in reply to the thing you just said, but it doesn't have
any wider effect. These choices aren't here
to give you control over a relationship with a character. There' here to make you feel like you have that kind
of control. The game just briefly pretends
to be "Mass Effect" sometimes but with hexagons instead
of a wheel. [ADAM] I think people
should stop asking me so many questions. [HBOMB] Then about
two minutes later, the player is asked
by someone else how he feels
about being augmented. [WOMAN] How do you handle all
of this? [HBOMB] It's the
"pretend players are making choices" trick
so nice they used it twice. This time is special, though,
because he says the line. [tense music] [beeps] [ADAM] I never asked for this. [ALL] Yay! [HBOMB] People were waiting
with bated breath to see if Adam says the line
from the trailer. I'm so glad they put
it in there. A bunch of other stuff in
the trailers didn't. [HBOMB] That's
the most political thing Adam Jensen says. I want to play the game this
was a trailer for. Oh, sweet. It's the cursed trailer version
of this scene. This face haunts my nightmares. In many RPGs, how you talk to other characters affects how they feel about you,
impacts the story, or comes back up in some way,
you know? What if I told you that
at no point do any dialogue choices
you ever make affect anything other than the character's
immediate reaction? There's a part where you can
optionally help her unravel the death of one
of her best friends and catch the real killer. What affect does this have
on your relationship? She goes, "Thanks," and you never
hear about it again. What if--
for example-- Adam could be a real piece
of shit to his pilot and she stopped being friendly
with him, or didn't ask
for his help later, or straight up refused
to work with him and he got assigned
a worse pilot who didn't make small talk
for the rest of the game? Instead you get to pick angry,
happy, or ambivalent,
and she goes, "Okay." And the game continues
like nothing happened. Your pilot will still be
your friend and still ask for your help
in a later side quest no matter how you treat her. Even when you technically have
a choice, it only accentuates how little
control you're being given. [ADAM] So what do you want me
to do, boss? [HBOMB] Take the mission to break into
a police station morgue and find the hacker's delicious
brain chips. You get this mission via
your boss literally ordering you
to do it.
[DAVID] Get over to the station and find a way inside. Contact me when you've gotten
a hold of it. [HBOMB] But this is a modern RPG
with dialogue options, so you're given
the option of saying, "Hey, you're ordering me to do a really big crime here,
right?" [ADAM] What you're asking me
to do, it's not exactly legal. [DAVID] No, it isn't. You got a problem with that? [HBOMB] You can make Adam say
he's not happy about-- you know--
robbing a police station, but the response is,
"Too bad! That's the game!
Idiot!" - [ADAM] Yes, but--
- [DAVID] But nothing. So get goin'. [HBOMB] The creators wanted
to do a mission where you have to get into a police station. That's fine and you have a lot
of options for how to do that, but games which use dialogue
like this usually offer different outcomes
for making different choices. If this was "Mass Effect"
or "Fallout," you could talk your boss
into trying a different approach for getting the information
he needs. Or alternatively you could just not offer the illusion
of a choice. If Adam had just said
of his own accord, "I don't like it but I see
how it's the only option," and moved on,
it wouldn't have been a problem. JC spoke for himself all
the time. You're making the limits
of the player's role in the story really obvious
when their big choice in dialogue amounts
to how willingly their character agrees
to commit a crime. Adam Jensen is an ex-cop
who doesn't play by the rules. Whether he likes it or not. Instead of you getting
to make the choices, there's another character in the story making them
for you: Cutscene Jensen. At numerous points, Adam either does something very stupid without you having
a choice because the plot demands it,
or worse-- he does something really cool. It would have been
to actually play. There's one sequence later where
the player plants a bomb on a desk. Luckily, they built the desk
with a large glowing spot for in case someone needs
to plant a bomb. They do those at Ikea now. Now, this is a setup
to a potentially thrilling game play sequence where
the player has to escape the explosion in time
or find cover and capitalize on
the distraction caused by the explosion,
but instead, it cuts to a video
of Jensen doing it. [beeping] [ADAM] Shit! [beeping] [HBOMB] I'm not gonna lie,
though. This does look really fun
and tense. [groaning] It would have been really fun
to play it. [booming] [ADAM groans] [glass clinking] [HBOMB] The cutscene continues
for another, like, minute and a half
as Jensen hides from the guards
and then he decides to hide in a shipping container, finds a cryogenic pod in
the shipping container, and then decides to just
climb into it for some reason. This is how you find out
this pod exists, by the way. He just finds it
and gets in it, and then he wakes up on
a secret base a few days later. Oh.
Well... That's cool. Couldn't the objective for the player have been
to trigger that explosion and then get into
the pod themselves? Like, that could have been
a really fun mission. We just get
to watch our guy have fun. Like, what? A pretty standard rule of games is that
if something cool happens in the story,
the player should get to do it. Warren Spector--
the director of "Deus Ex--" did a post-mortem on the game
at GDC a few years back, and somewhat jokingly listed
the Ten Commandments he had
when he was developing the game, and one of them was
to let players do the cool stuff. [WARREN] If something is cool, don't even think about letting
an NPC do it. Players do the cool stuff. NPCs watch the player do
the cool stuff. [HBOMB] I like to describe
the first "Deus Ex" as surprisingly linear. Since the player is always
the one doing the important things
with no cutscenes doing it for them, you always feel like
the driving force of the story
even though technically you're just completing
an objective someone gave you. So when all
the most pivotal moments in the game consist
of Adam doing the cool stuff while you watch-- which occasionally pauses
to ask you if you'd like to do something else before
forcing you anyway-- you start to feel like
a non-player character in the game that you're playing. Some of "Human Revolution's" potentially best
playable moments take the form of heavily-compressed
720p video files. After making his way to the CEO
of the corporation that might have murdered
his coworkers and loved ones, a cutscene plays where she tries
to shoot him and he disarms her. Then there's some back and forth
and a few seconds later he turns his back on her
and give her the opportunity to trick him and lock him out
of the room and send, like, 12 guys after him. [ZHAO] Men never fail
to underestimate women. [HBOMB laughing]
Gender! You spend hours getting
to the executive suite of this corporation. You put in all this work, and then Cutscene Jensen just--
oops! [WARREN] Situations where
the player has no chance to react, uh,
in the "Deus Ex" world are bad. [ADAM] Shit!
[booming] [HBOMB] You can't have contrived
developments like this without seriously affecting
the player's sense they have any say in the story. This segment is especially easy
to recognize as a problem because it has
a beat-for-beat equivalent in "Deus Ex" one, meaning we can directly compare
the two. When JC Denton goes after
his game's female CEO of a large Chinese
biotech corporation which seems to be part
of the conspiracy-- wow, they just copied that,
didn't they? The character welcomes you in
and tells you a fairly compelling story about
being friends with your brother and which faction is responsible
for the current problems. You have to figure out what to do next
with that information. If you believe her
and follow her objective, she goes into hiding
and the job she gives you turns out to be basically
a trap to kill you. Yeah, breaking into a Hong Kong
police station looking for evidence they supposedly
covered up-- that's not a recipe
for getting exploded. The player gets
to actively decide whether to trust her.
If they did, they have to have
a lightsaber fight with her when they run into her again
because this game is so cool. [whirring]
[MAGGIE] Time to die, J-- [blow lands]
[screaming] [HBOMB] Or they can snoop around
some more in her apartment and find the entire secret base
in her home, or they can just, like,
shoot her. Like, right away. Or snipe her
from another building without ever talking to her. Throw a bomb through her window. [MAGGIE screams] [HBOMB] I just want to observe for a second that in
the original "Deus Ex" breaking into a police station
is a trap to try to kill you that
was meant to sound so ridiculous you realize you're being tricked
and choose to do something else, but in "Human Revolution," it's the only option you have
to progress the story and you cannot say no. Players being able
to make choices and express themselves would get
in the way of the amazing movie the creators wished
they were making. Spoilers: they want
this character to be the final boss so you have
no choice but to sit and watch Adam delay the plot
by ten more hours. This problem bleeds into
the game play. While there's often
a degree of choice in how you solve problems, the consequences of your choices
are meaningless because the story wasn't designed
to account for them. You can recover the neural hub
from the police station by, well, annihilating it. You don't have to bother
with talking your way in by absolving a cop of the guilt
of the child he killed, or sneaking in via
the side entrance or the roof or the sewers. You can also go in guns blazing. Make a real hog roast
of a building full of human beings and the cops interrogating them,
too. This is a refreshing,
"New Vegas-esque" level of freedom to be given in how
to dea with a situation. 100% coolest level in the game
in terms of player freedom. I mean, look how many cops
you can kill. How could it possibly be
a bad level? [MAN shouts] [MAN groans] [HBOMB laughing] This fucking clown car office.
What the fuck is this? What, were they guarding
this vent? The problem with this level is the effect
these choices have. Or rather,
should have. Like, this would be a big deal,
right? We were just caught
on camera killing a lot of people. This is one of the top ten
mass shootings in America. This week.
Our face should be on the news. We'd be a wanted man. Sarif Industries would have to fire us and issue
a public apology for giving us both the arms
and the arms to do it with. The debate on if augmentations should be legal would shift
a bit. I'm not an expert on video game
story telling, but something should happen
as a result of this, right? [ADAM] Boss,
I got the neuro hub. [HBOMB] What happens is nothing.
Everything's fine. This never comes up. You come back to Detroit later
in the game and there's no wanted posters. The cops are friendly.
Nothing has happened. But then what if you learned
to like the taste of bacon and keep going? What if you continue to fight cops in the street, blow up their mechs,
snipe them, explode them,
just fucking go to town on
an entire police force? You wanna know
what happens then? When you get done with a quest
in a convention center, on your way out, a cop approaches you with a side quest to help the police. [MAN] Adam, I need you
to trust me on this. You gotta help me find Jacob. [HBOMB] They need help stopping
a terrorist who hates cops. No, they're talking
about someone else. You get offered this quest when
you leave the convention center even if you have killed
every cop you've ever seen so far in the game. They're really
short staffed because of the riots which is why
they need outside help from an ex-cop. The fact Adam is a big reason why they're short staffed doesn't cost him the job,
apparently. Just think about that! You can do an actual mass murder
and get deputized by the survivors to catch
a psychopath with a fraction
of your body count. The game feels almost
embarrassed about it, too. Since accounting
for how each player dealt with the police station would
have required a lot of work, on your second visit to Detroit, the police station
is completely closed and you can't even go in. There's no two ways around it.
This is cheating. They're dodging
the responsibility of doing anything with
the choices they gave the player. The best you get
is if you do tenderize the gammon warehouse, a newspaper
in the next level says, "Massacre at police station,"
or something. This newspaper is so easy
to miss, I didn't get any footage
of it during this play through. So if you blink, you miss the consequences
of going to war with the Detroit PD. The effects of your choices
fade away once you make them. Look.
Nature is healing. The cops
are right back patrolling the streets I killed
their buddies in. You see those guns
on the ground? Those are the guns the guys
I killed on my way in dropped when I murdered them. The game treats
the player's choices about violence
extremely weirdly, forgiving you for even the most
extreme acts of terror-- [booming]
[all groaning] But also making sure
you can't play the game truly peacefully,
either. I mean, let me just read you one
of the game's achievements. [clears throat] [Alexander Brandon's
"Main Title"] βͺ βͺ [WOMAN screaming] βͺ βͺ [men groaning] [WOMAN shouting] βͺ βͺ [men shouting] βͺ βͺ [WOMAN gasping] [unsettling music] βͺ βͺ [MAN exhales] βͺ βͺ [HBOMB] Now,
it might just be me, but the standards for pacifism
have really slip-- wait, that guy's still alive!
Get him! [both shouting] It's important to stress here that "Deus Ex" never
did anything like this. Technically speaking, it only had cutscenes when you got into a plane and were traveling
to the next level, and I guess the endings, too. Everything else
was either game play or dialogue. At no point does JC Denton do something of his own accord. He's the player's avatar.
He's meant to be an expression
of your choices. Meanwhile, no matter
how peaceful you make Adam Jensen behave, there's still going to be
a cutscene where he tries to shoot a woman in the chest. [ZHAO screaming] [HBOMB] Pacifist! There's a bit
of a disconnect here in terms of how much control
the player has, is what I'm saying. It's always insulting to not have a choice
in something or be congratulated
for not doing something that you literally have to do, but what's even worse is when
a game tells you you're going to be given a choice
and then just forgets. There's one incredibly
strange part where the second boss character,
Rihanna, is heavily injured
from the fight and Jensen is asked
if he will help her. [WOMAN] Her life signs
are fading. Will you save her? [ADAM] I'll think about it. [HBOMB] But then she
just quietly dies and is a corpse once
the cutscene is over. [dog barking] There was a dog barking. Apparently in an early draft
of the game, the player got to decide
if they killed bosses after defeating them
and then they decided not to or weren't able
to add this mechanic for whatever reason. [MARY] Initially we had wanted
to have the final blow for the bosses was up
to the player to decide whether he was gonna
do it or not.
And we never did change
the lines.
[HBOMB] After
the next boss fight, the guy's like,
"Ugh, finish it," because he's a badass.
That's his character, right? And Jensen's like, "Not until you tell me what
I need to know." And then he dies anyway, like,
a second later. You can smell the point
in the cutscene where a moral choice would have gone
and then, well, they kind of lost that
in the process of their production. I think that's a diplomatic way of saying they didn't finish
the game. This lack of control over
the story to the extent players are being told they're going
to get some choices which they are then
not given makes the story start to feel flat
and like you're not really taking part in it. Now, to be clear, the game isn't completely devoid of branching story choices. At one point near the end,
you get shot down, and if you don't kill
a couple guys, the pilot is killed. It's intended as a reference
to the original where your pilot can also die,
but in "Deus Ex," it's an excuse for investigation
and subterfuge. You have to find the corpse
of a mechanic and wonder what's up with that. Notice the weird guy
also dressed as a mechanic? [ODD MECHANIC] I fixed her
right up for you. [HBOMB] And kill him
or report him to his boss. [JC] That mechanic
was an impostor. [JACK] Oh, my God!
JC, a bomb! [JC] A bomb! [HBOMB] You can completely
miss all of this if you're
not paying attention and if you do miss it, hours and hours later on
the last level, your pilot's copter explodes
and you don't really know why. This is part
of the subtle beauty of the original. The game doesn't make it clear how much control
you have sometimes. So when this happens, you get to wonder if you could
have saved him. There's tons of minor ways
the story can change that some players
don't even know about and only find out about
on forums years later. This isn't quite as special when
it's shoot all of these guys or your pilot dies now. Also the way the game accounts
for her death just sucks. If you save her
she later heroically flies in to knock out some guys
and save the scientists you rescued,
but if she dies, obviously this means
she doesn't turn up so there's some serious
story implications for the survival
of these scientis--just kidding. An aircraft is on
the landing pad now for no reason,
and they fly it out. What?
They could have made Faridah Malik's death have
interesting consequences and they just don't! They just don't! There is one really good
story choice in the game, though. [WOMAN] See you soon,
Mr. Jensen. [ADAM grunts] [HBOMB] Partway through
you start having minor glitches and it becomes clear
it's affecting other augmented people, too. You all have them at once, even. - [MAN shouts]
- [MAN grunts] [HBOMB] I like how it's done,
too, these minor mutual freak outs where everyone gets injured
and confused. This is some pretty
neat storytelling, actually. [beeping]
Uh, well, it's still pretty good. Anyway, you get a side objective to replace the defective chip
causing this. If you go to a clinic,
the game goes, "Are you sure
you wanna do this?" As if to say, "Hey, you're making
a big choice here," and for once,
you are. If you get the replacement
then in a later level before a boss fight, the lady from before flips
a switch and you have to fight the boss
with your screen all fuzzy. Wow, my choices affected
the story. If you think this
is the smartest thing in the game, I'm very sorry to tell you that you are correct.
It is. There's another little way
the plot can kind of branch, actually. If you wait around
at your HQ before going to the first mission, your boss yells at you
to get to the helipad. - [DAVID] The helipad!
- [HBOMB] And eventually, the hostages you could
have saved in that mission are dead
before you get there. [DAVID] Christ, Adam,
while you were strolling around the offices,
the situation got worse. [HBOMB] Wait a second, though. The game just dropped me
in a new level full of people to talk to
and then yelled at me to ignore all of it to get
to the mission as fast as I can?
Yeah, I really have
the sense that time is of the essence
in "Human Revolution." [door hisses] [ADAM] Oh, my God. Did you ever think about how,
like, the myth of Icarus
is about trans humanism? Like, with the wings? [MEGAN] No, I didn't.
A--Adam, that's-- that's really stupid. [ADAM] You see? This is why we broke up. I still can't believe you don't
like "Ghost in the Shell." [MAN] Oh, my God. Are you guys talking about "Ghost in the Shell?" That is one
of the most important movies ever made.
I cannot wait to see it. [HBOMB] This is a game that just
made you unskippably go on a walking tour of a floor
of this building. They took their sweet
fucking time. Why can't I? [MEGAN] I mean,
the guy's name is Batou-- the French word for boat. And he owns a boat? [stammers]
Come on. [ADAM] We don't know he owns
the boat. - [MAN] Oh, shit!
- [ADAM] That's not in the Wiki. [HBOMB] This game does not get
to say, "Hey, we're on the clock here," after slapping you in the face
with this opening. Fuck you if you think this
is clever. [laughs]
Sorry. NO, that's a joke.
This is pretty clever, but for that to be one
of the few times the story is affected
by your choices is just insulting. I think the worst thing about
all this is how promising it manages to be about
its characters and choices at times. There's a blueprint in here
for a fantastic story with all kinds of little choices
like this one. The couple that you can save
at the manufacturing plant are a great example, too, but I especially like
the way Zeke Sanders is used, not because
the pre-rendered cutscene is just that cool and badass
but because eventually the cutscene ends and you get
to be involved in the story. If you knock him out
he's in the police station talking about how he'll
be out soon anyway because he has powerful friends. [ZEKE] I won't be here long. [HBOMB] If you killed him, he's in the morgue next to the guy
whose neural hub you need. If you let him go
he later contacts you and gives you some information
in return, like he feels like
he owes you one. [ZEKE] My debt is paid. [HBOMB] It's really neat
how different your relationship with this one guy can get based
on what you did. Way later in the game
if he survived all this, he's a hostile NPC during
the mission to go after a guy who it turns out--
surprise twist-- is actually his brother. Sanders'?
Sanders's? Ezekiel's impact on the story
is minimal after the first encounter. He could die right here so they can't make him
too important but he's what you really want
to see from a game like this. Characters who react
to your choices and feel like their own pieces
of a larger world. I hate to say it but very few
other characters are as well thought out as this. Take his brother
I just mentioned. Isaias Sandoval
is a high-ranking member of a different, non-terroristy
anti-augmentation group You meet him a few levels in
and you can argue with him about augmentations
although none of it affects the story at all. It's just optional dialogue. Later he shows up in
a recording interacting with the guys who shot you
and killed-slash-kidnapped your friends.
- [ADAM] I know this guy. [HBOMB] When you get
to Sandoval, he tells you what he knows,
then tries to shoot you. But if you found out
his location by publicly implicating him
in the conspiracy in front of his boss, his boss basically pins
everything on him so instead,
once you get here, he's distraught and decides
to kill himself as penance for his crimes, which he feels
genuine guilt over. You get the chance
to try to talk him down over the course of a deeply
engaging conversation, and for a few minutes, everything about
this game really works. Sandoval feels like a character
with a real inner life who we have to speak to
like a person and we're only having
this conversation in the first place because
of the effects of another choice we made. This is a perfectly
sculpted piece of a really good game. It's one of the reasons why
this game is worth talking about because it's disheartening
that the game is missing the rest of the pieces. Firstly, this character
isn't someone you got to deal with in any particularly
meaningful way beforehand. You met him once
for five seconds half a game ago. Instead of being the culmination of a relationship between
two characters, it's just a really
resonant moment in the middle of a story
that's become a bit of a mess, which you had little
to no say in. And worse: now the game
is done with him, he instantly exits the story,
and is never seen again. Sandoval already told you
everything you need to know in the cutscene before
this standoff so if you talk him down
or if he kills himself or if you talk him down
and then kill him for fun, or if none of this happened
and this room was just a fight-- [bonk]
Ow! It doesn't change anything. The story is not affected
in any way by any of these outcomes. This character's survival-- especially considering you
can convince him to turn on
the other conspirators and come out with
the truth should have interesting
plot implications. His death or survival should
have had an impact on what sort of ending you get. Oh, God.
Don't get me start-- but once you're done,
he just sits there. His part in the story
is completed now. [Isaias] You don't need
to wait with me, Mr. Jensen I will not resist my fate
when it arrives. [HBOB] Yeah, get out of here. I need to sit here for a week so I don't have a chance to introduce consequences
to the plot. [HARVEY] It's just kind of weird
that you introduce some of these characters, you interact with them
a little bit, and then you never hear
from them again. What happened to that guy? [HBOMB] It's so easy
to imagine how much better the game could have handled
its characters and choices. Like, what if your attitude
towards augmentations in the previous meeting affected
how Sandoval treated you once you found him?
Like, if you seemed amenable to anti-augmentation arguments, he saw you
as a potential friend here and trusted you
with the information because he figured you'd do
the right thing with it. What if--
just a thought-- how you treated his brother
the last three times you ran into him affected
his feelings about you? The fact you literally shot
his brother to death or let him go during
an armed stand-off somehow never comes up. What if turning him against
his boss had some really cool or meaningful consequence so
the player feels like they really did something? Like, I'm not saying
the story has to branch in some huge way,
but do something. Maybe he gives you the key
to his gun cabinet and it's full
of weapon upgrades, or those grenades
he apparently had on him. Literally the only difference is a newspaper says
something different and I guess you get
more experience points for talking him down. This is especially weird
because "Deus Ex" had a knack for remembering
things you did and having them come up later. The first level of this game
also had a hostage to save, one of many
direct parallels between the games,
and whether you bothered to save him or not affects how
he feels about you for the rest of the game. [GUNTHER] I have seen that
he knows the procedure
of a good offensive. I will not forget a favor. [HBOMB] Even when he becomes
a boss fight, he'll still have
a grudging respect for you. [GUNTHER] I regret that
only once we worked together. [HBOMB] You can walk in on
a guy asking a doctor for maintenance advice
and learn he has the same augmentations as you. The fact you did this comes up 20 hours later
when you fight him. [HBOMB] All I'm saying
is it would have been nice if Sandoval
acknowledged something as important as whether I killed
his brother or not. That's not too much to ask,
is it? This whole cutscene I
was waiting for him to say something,
but no. The game cares so little
for how this scene works out that no matter what happens,
one second later, Adam makes an identical
phone call. I see you! [ADAM] Pritchard, get this. The GPLs are still transmitting. Sandoval switched them
to a lower frequency. [SANDOVAL] Take the gun.
You win. [ADAM] Pritchard, get this. [SANDOVAL] Forgive me.
[gunshot] [thuds] - [ADAM] Pritchard, get this.
- [HBOMB] Hey Pritchard, a guy just killed himself right
in front of me. Anyway, check this out. Couldn't you at least have got a few different takes? Oh, Sandoval. You could have been so cool. But once I leave this room, you cease to exist. Goodnight, sweet prince,
and may flights of angels-- oh, that actually kill--
oh, Jesus. Getting to make more choices
like this would have vastly improved
the experience. I hate that we didn't get
a game full of stuff like Zeke Sanders, but after a few hours, it becomes clear the player
is less of a participant and more a chauffeur
transporting Cutscene Jensen between opportunities
to trip over his own dick. [ADAM] Women never fail
to underestimate men. [HBOMB laughs]
Gende-- this is how a cyberpunk game
about our trans humanist future addresses gender. Men do be shopping.
[chuckling] For augmentations. As the story makes it
increasingly clear, the person playing it is only
tangentially involved, people stop paying attention. You don't have any say
in what's happening, so what's the point? That's Cutscene Jensen's
problem. The problem the player has
to deal with is the sweeping
and often misguided changes to the original's game play. [beeping] [tense music] [footsteps clopping] [all speaking at once] [MAN screaming] [HBOMB] "Deus Ex"
is a tremendously important game in the history of the medium. One of if not the best
of all time. Hold on, let me--
[keyboard clacking] There we go.
Many designers on all types of games cite it
as a direct inspiration for their own work, but it's been over 20 years now. Is "Deus Ex" really as good
as everyone rememb-- yes.
Yes, it is. Shut the fuck up. There's a good reason
why there's a decades-old in-joke that
every time you mention it, someone will reinstall it. In-jokes are what people
call memes when they're funny. It's the ultimate example
of a game that's more than the sum of its parts. That phrase gets thrown around
a lot by by game critics trying to punch up their reviews
with fancy words but this is the rare time
when it's actually true. In post-mortems
and retrospectives, Warren Spector
is delightfully open about how--right down
to the wire, mere months from release--
the game just wasn't fun. [WARREN] By September, 1999,
we were done, except we weren't. The game was not good enough.
It wasn't ready to ship. [HBOMB] "Deus Ex" was made out
of so many individual components that had to not just work well, but work well together that it
was a huge mess right up until
it suddenly became a beautiful web
of interlocking systems. [WARREN] So we had real people
come in and play the game. I called
that particular milestone the, "Wow, these missions suck,"
milestone. Uh, we had a lot--
a lot of work to do. [HBOMB] This is why
this game's formula is hard to recreate
and even harder to improve on. So many moving parts have
to work with each other. Even if a change sounds good or even is good
in some contexts, since every change affects
the way all the systems relate to each other, it can still result in a worse game. [WARREN] And immersive sims
come together very late and all
of your little game systems and rules are all working
together magically to produce this--
this amazing experience. [HBOMB] The creators
of "Human Revolution" made a lot of big changes
to these core mechanics. Lapikas's talk contains
a segment where he summarizes
the "Human Revolution" team's collective criticisms
of the original. [FRANCOIS] I'm about
to say some negative things about the best PC game
of all times. [HBOMB] Now, see here,
buddy! Okay, but seriously,
it's really good to take
an especially critical look at a game even if it's
as beloved as the original. You know, if you seriously want
to improve on "Deus Ex," this is how you start. The issue is what they decided
were problems and how they fixed them. The game
was designed specifically for the PS3 and Xbox 360
with a separate company entirely handling the PC port. The creators appear to be trying
to streamline down the "Deus Ex-"perience
for console players, removing many mechanics
they feared wouldn't appeal to people who don't like
complicated RPGs. Lapikas says they didn't dumb
it down in his talk but I think we get to be
the judge of that. So obviously the first thing we
should look at is the first thing that happens
in the game: character creation. Not "Human Revolution's"
character creation, of course, because, uh, there isn't any. [beeping] [upbeat music] In true RPG fashion, "Deus Ex" slaps you in the face
with a spreadsheet before you can start playing. [beep]
Ow, my brain! At least the default name isn't
None this time. Everyone calls you JC, but that's just
the character's code name. You can enter a real name
and it comes up in a few places here and there. [MAN] You Denton? [HBOMB] and even though it's
a little clunky, it's always fun
to be making meaningful choices as soon as you begin. There's no 45-minute openings
and tutorials to get through first The tutorial's actually a separate thing you
can skip entirely, and for the year 2000, being able to choose
your ethnicity was pretty cool. It was so nice to finally find
a game that represented my skin type.
Throughout the game, you acquired more skill points
and could level up more at any time through the menu. It's a very rewarding system
to engage with, but you know, it's a lot of looking
at numbers, thinking,
making fun decisions-- you know,
boring nerd stuff. In Lapikas's critical summary, he calls "Deus Ex" a
"heavy management kind of game." Oh, no, what if the gamers see
a character creation screen? They might instantly decide
the game is bad and go back to "Gears of War." We better make it simpler just
in case. So character creation is out, but the team were actually
very smart about how they went about this. They still realized
the importance of getting to make choices about
the character and that sense of growth and development, and they found a way
to make that still happen because in the first game you
were also developing in a much more engaging way
at the same time. Throughout the world, you were finding
augmentation canisters which provided special,
unique upgrades to the player's abilities
on a completely separate screen from the skill point one. So the team made a pretty clever
streamlining decision and combined these two systems
into one. [booming]
Now you do all your upgrading on one menu and instead
of acquiring, managing, and spending thousands
of points, you get updates
by spending Praxis Points, which are either found
in the world or given to you every time
you gain enough experience. If your goal is to simplify
character progression, this is a really obvious
and smart choice. It's less complicated
and more direct. You spend a point on a thing
and now you can do the thing. Whee. A lot of the more boring skills have been removed.
Swimming? Get outta here! Adam doesn't do any swimming in the entire game. They streamlined
the game so well there aren't even any streams. But overall I'd say all
of this is pretty good. Well, it's definitely simpler,
at least. But to simplify a mechanic means removing something
from it, and that means you risk removing
what made the thing you're simplifying fun
in the first place. You can always improve
on an old design but sometimes it worked that way
for a reason, because here's the thing
about augmentation canisters. You didn't just get to pick
an augmentation when you found one. Each canister had two
specific abilities in it and you could only choose one
of them. In any given play through, you only got up to half
the abilities you could have. You were building
a unique character who couldn't have everything. In "Human Revolution," you're just picking them
from a list and you can get all of them
if you have enough points. By the end of the game, everyone's JC Denton
was a little bit different. Everyone's Adam Jensen
is exactly the same. He just gets there
in a slightly different order. I wanna take a moment
to appreciate the original game's
augmentation system, because while
the experience point stuff was a turn off to some people, the augs were a thing of beauty. You see, since each canister had
only two augmentations in it and you could only choose one, the player was being given
an extremely engaging choice. Hey, do you want to run faster
or run silently? Because it's a choice between
just two things, it's elegant and clear
and hard to get anxious about which choice to make. You just have to decide which
you want more. It's a binary choice. It's literally the simplest kind
of choice there is. When you get a Praxis Point
in "Human Evolution," the game says, "Great. "Please pick one of 30 things
to spend it on "in a huge menu full
of sub-menus. "And by the way,
you can't get half of them because you actually needed
two points." For a huge portion of players, the very first experience
with the augmentation system is finding the first point,
opening a menu, and spending several minutes
reading all the things they could do
with it, realizing they need two
to get anything good, and they have to close
the menu down again and carry on playing until
they find another. Worse, this extreme amount
of things to choose from causes a kind of decision anxiety
which never happened in the original where there's
much more simple choices. You know how tons of people play
"Human Revolution?" They don't spend their points. They hoard them until they find
a hole they need the slow fall power
to get down or a wall they wanna punch
or another thing that needs an augmentation to progress
and spend the points right then and there. So you're not really building
a character anymore. You're paying a toll once
you hit a section that needs a certain skill. The design of the system
is misleading about how complicated it is. This clip is of me spending
45 seconds looking for an augmentation I wanted. You know, the one that lets you
take down two guys at once in physical combat
using your arms? Where would that power be? The arm sub-menu? Correct, it should be there, but it's actually here
in the back augmentations. It has a special sub-menu just
to itself for no reason. And just to really fuck
with you, the take down
one person augmentation is in the arm sub-menu, and you start with this one
already unlocked. Wh--why is this here? What are you trying
to do to me? Ow, my brain! Wait, and Carrying Capacity's in
the arm sub-menu, but you're not
holding everything in your arms all day! You're carrying it on your back! Put it on the back augmenta-- So if the objective was to simplify character
progression, I don't think they achieved it
nearly as well as they'd hoped. In practice--or should I say,
"In Praxi--" this system removes
the best things about the system it's based on
in the name of a simplicity that wasn't actually achieved. You also have to wait
a while before you can do any character
building whatsoever. The game tries to make sure you
only get a second praxis after the standoff at the very end
of the level. And this was done deliberately
to hide another problem. The conversation enhancer
augmentation costs two points and lets you make
additional choices in dialogue based on the other character's
soy levels. [ADAM] I'll kill you. It's nice to have more options but it tells you which answer
will work using colored lights, turning social engagements
into "Simon Says." In longer conversations, it vomits even more UI
onto your screen which disrupts the experience. The Sanders standoff
is much less tense with all this stuff everywhere
telling you how to win. Anyway, if you play
the first level in a really meticulous way, you can get two praxis points
before meeting Sanders, If you spend them on
the conversation enhancer, the game does a strange thing. It only throws some of the stuff
it's supposed to and it doesn't give you
any more dialogue options. You can't see his alpha, beta,
or omega levels. Shit, he's a Sigma male!
Jensen, get out of there! You see, in the original plan
for the game you weren't able to just open a menu
and unlock augmentations at any time. You had to go to a clinic to get them installed. This worked as world-building,
but also sucked. Imagine finding something
you need an augmentation for, then having to go to the doctor
to get it and come all the way back. Later in development the system
was changed to how it works now,
which was a clear improvement. However, the rest of the game
had already been designed around the original system, and you don't go to
a clinic until the first mission is over,
so the level was made assuming players don't have
any augmentations-- for example,
the conversation enhancer. Zeke's voice actor already
recorded all his lines before this change was made meaning
there was no way his character could react to the enhancer
with new dialogue. So to avoid
too many players noticing, they deliberately paced the game's progression
really slowly. [MARY] And at the time
that we wrote it, we didn't even have the concept
of--of praxis kits. You had to go to the limb clinic
to get operated on. So I think that's why
we decided not to have it initially
in this conversation, because we knew you wouldn't
have had a chance to get it yet. [JEAN-FRANCOIS] Exactly. [HBOMB] So character progression
for entire hours of the game
is almost nonexistent because they had to avoid a scenario
they hadn't planned for, and the saddest thing about
this is, the developers are obviously
painfully aware of all this. [JEAN-FRANCOIS] At the beginning
of the game, the pacing to get augmentations
is too slow. [radio hisses] [HBOMB] This is one
of the reasons why modern big games production pipelines
are often so rigid, in case you were interested. When you chart an entire game
in advance and then change your mind
about how something works, you risk breaking all
the stuff that was made assuming the game worked differently. This is an explanation
but not really an excuse. They could have just made
the social enhancer unlock later or cost three points and make it
so players could get two a bit sooner,
or hey, maybe write and record
a few more lines for one of the best characters
in this thing? That would have been
really cool, but also a lot more work
for the extreme edge case of players picking
this augmentation. Cumulatively, the new
augmentation system massively affects the feel
of the entire surrounding game. In "Deus Ex"
the augmentation canisters were unique,
specific objects. If you didn't find the canister
with the augmentation you wanted in it,
you never got it. This made exploring really fun
because unique stuff you wanted could be hidden here, and finding one felt great. It was a new set
of possibilities. The entire world
was more engaging. Do you know how
I found out there was a cloaking device
in "Deus Ex?" I hacked into a secret lab's
storage chamber and stole their augmentations and one of them
was a cloaking device. It felt like a discovery-- a reward for engaging
with the world and looking around
and paying attention, and then you have a cool thing
for the whole game that feels good to use because
it feels like you earned it. In "Human Revolution," the cloaking device
is staring at you in the augmentation sub-menu
as soon as you open it for the first time
and you can unlock it whenever you want for two praxis points. Is that as fun an experience? A thing I love about games
like "Deus Ex" and "New Vegas" is the sense they're full
of secrets and new things to find. A corner of an abandoned vault
might have a one-of-a-kind gun in it. A safe in a terrorist hideout
has a speed enhancement in it. When you find it,
it doesn't just feel cool. It makes you want to find
and open every safe in the world to see what else is in them. What if instead of all
of this unique, special stuff you tangibly found
it was just a stack of money you could spend buying
those things in a sub-menu or at a store? It's not fun exploring a world whose most
high-value reward for exploring is a floppy disk
that gives you a point you already have six of
but won't spend yet because you have to save them
in case it turns out you need something. I guarantee you a lot of players miss some pretty
easy-to-find praxis points because looking
for them was boring. Oh, there's a praxis point
in this elevator shaft. What an adventure. It's not game-ruining
that it works this way. It just makes everything
a lot less fun than it could have been,
and why? In the name of making it
a bit simpler? "Human Revolution" is definitely slightly more welcoming
this way. A spreadsheet doesn't appear
when you hit "New Game," and at no point do you need
to remember to open a menu to spend experience points
and discover you've forgotten to do so for hours
and have thousands of them now, but this simplicity comes
at the expense of being able
to make unique and personal decisions about
your character and their role in the world. The original was far
from perfect, but many of the complications
are what made it fun, and taking those things out isn't necessarily
an improvement. That said, they tried
to improve some aspects of the game by adding more
to them, and that isn't always
a good idea, either. One of the first criticisms
on Lapikas's list is that hacking
is completely passive. So now we need to explore
what he means by that. Oh, no! [beeping] [tense music] In the original game,
to hack a computer, you move your mouse over
to the hacking device and press the "Hack" button. For more tutorials like this,
please consider subscribing. Then you wait,
and by wait, I mean wait
ten actual human seconds. Have a sip of coffee. Watch the cute little
"Matrix" animation. Ah. Oh, it's called the ICE Breaker.
That's cute. That's a common cyberpunk term
when it comes to hacking. It originates from, uh, Billy Jibson's
"Neurotic Munste--" oh, I'm in.
[beeping] I mean--
[clears throat] [raspy voice]
I'm in. Sorr--sorry, I said it wrong. Then you have the remaining time on your hack-o-meter to use
the device and close out of it before the alarm goes off. But wait a second! Hacking is pressing a button
and waiting for everything you want to hack
for the whole game? That sounds boring.
Gamers won't like that. I don't think they have
any patience because I don't respect them. Whoa, whoa.
Slow down, Caucasian architect looking
at blueprints. You'd better take a seat, buddy,
and listen to my points abo-- oh, thank you. You see, the hacking itself is only one piece of the puzzle. While you're trying
to manipulate this device, people can see you trying
to hack it, often people you might not want
seeing you like guards or the terrorists
you're hiding from or genetically engineered
space aliens. Your vision is blacked out
while you're in this screen, so if you didn't check
the coast was clear, the time it takes to hack
is risky. [beeping] [JC shouts] [screaming] [HBOMB] Despite being literally
just sitting and waiting, it's strangely tense. You committed to this. Was that a good idea? Sure, if the game was just
a hacking simulator, it would be terrible
and not have much game play, but when you're
sitting there exposed in a building full
of guys who are looking for you, hearing the camera
right behind you moving back and forth, watching that meter slowly
tick down, it's exciting. Hacking is also a skill
so when you level it up, it gets much faster
and you can do more things with computers you've hacked. This means investing more
in hacking and watching
it go increasingly quickly and become more useful
feels inherently rewarding. You feel more powerful
in a very direct way. More importantly,
hacking is always optional. If you didn't like the hacking, you literally never had
to do it. If you were untrained
in computers, you couldn't hack at all. You didn't even have
the ICE Breaker. The fact it's an active choice
and a skill you invest in and the wait creates tension
means hacking isn't really passive. It just might sound like it
in a designer's head when they aren't considering
everything else around it. The problem
with treating hacking as passive is that every developer tries
to make it less passive in the exact same way.
How, you ask? With a fucking mini game. [quirky music] Oh, my God!
"Bioshock," no! If I wanted to play
this bloody pipe game, I've got, like, 50 choices
to pick from on Newgrounds.com! What are you doing, Bethesda? You lock hacking behind a skill
and then make me play an annoying mini game every time
I want to use that skill anyway? Come on, "Prey!" You're a really good example of a modern take on this type
of game! Wh--why would you do this to me? I have a lot of problems
with "Mass Effect," but chief among them
is someone decided the story would only be
sufficiently epic if the Commander Shepard
took frequent breaks to play cylindrical "Frogger!" [buzzing] [clicking] [clicks] You don't even know what this game is, do you? You and me,
we're friends, right? So I can trust you with this. I have the pet theory that all
hacking mini games are bad, even when they're good. [laughing] I can't wait to justify this! Some of these mini games
are kind of fun to do, especially the one
in "Brigand: Oaxaca." I couldn't resist
not telling you what it was. My problem is that when you have
to do them a lot, they start to really distract
from the game you want to actually be playing. This isn't a recent trend
that started after "Deus Ex." It's a constant
in gaming history that "Deus Ex" avoided. Many of
the game's developers used to work
at Looking Glass Studios, the company that produced
"System Shock One" and "Two." 1999's "System Shock 2"
has a hacking mini game in it and it's a fine mini game, but the problem is,
it isn't fine 100 times. "System Shock 2" is only
a ground-breaking survival horror RPG set
on a cool space station some of the time.
A lot of the time, "System Shock 2" is a simplistic
puzzle game you play in the corner of your screen. Hacking mini games were already
a thing in 1999 and they were already
pretty clearly not the best idea. The "Deus Ex" team didn't forget to add a hacking mini game. They chose not to make hacking
a repetitive chore. Every one of these mini games
wastes way, way more of your precious
human time on Earth than "Deus Ex" ever did. By the end of any
of these games, you're begging to be able
to just press a button and wait a few seconds
to hack something. [beeping] Holy shit.
Holy shit. Th--they made it so
there's no hacking mini-- oh, my God!
I love this game! "Human Revolution's" developers
were making a prequel to the game that got it right, which is why it's such
a shame they decided the original's hacking was
a mistake that needed fixing. [beeps] [beeping] This is fine. I--it's just a lot of clicking
on stuff. But hey,
you feel more active, right? [beeps]
You're clicking on stuff. [beeps] That's game play! [WOMAN] Access granted.
[beeps] [HBOMB] Hacking also grants
experience points which means--
oh no-- if you're trying to get as many
experience points as possible, that means even when you have
the password to a computer, you'll be hacking it anyway. Have fun, completionists. The smart thing to do would be
to just give players the same experience points
for if they knew the password. "Mankind Divided"
actually does this. Thanks, guys. Now I don't have to play as much of the same fucking mini game because they didn't change it! In his talk, Lapikas says during development this mini game
was feature complete in under two weeks. [FRANCOIS] It took two weeks
before anything else in the game--I think two years
before we shipped, hacking was done
and we were playing it. [HBOMB] If you've played
this game all the way through, it is genuinely possible
you've spent more time playing the hacking mini game than any
of the developers did making it. Not that that's really
a bad thing, though. Mini games are at risk of being
a sunk cost feature. You could easily
waste ages trying to make this slightly more fun and I'm glad they spent
the time elsewhere. My point is they should have put even less time into it
and not made it. A slide in Lapikas's
presentation describes the hacking philosophy
which outlines the need to create tension
and make the player feel more active, but there's one extra thing on the list
that's really troubling. Hacking must be central
to the game's progression at some key moments in the game. Oh, no. So remember when I said in "Deus Ex" even if you hated
the hacking, it was optional? Turns out that was a mistake,
too! Hacking is now mandatory! The player sometimes has no
alternative solutions but to play this mini game,
and I'm genuinely not sure why. Were they that proud of it? Why take away
the player's ability to choose how to progress? Being mandatory actually makes
the hacking worse, too, because now the developers have
to account for the possibility players were really bad
at hacking or hadn't put any
of their skill points into the ability
to hack higher level terminals, which means all
the mandatory ones are incredibly low-level
and easy, so sure, this means if you hate hacking, it's never challenging
when you're forced to do it, but it also means players
who put their points into hacking are never tested
on any of the important terminals
of the game. There's a section
partway through where the player has
to hack the computer of that master hacker
from before. I love computers! This computer belongs to the guy
who brain-jacked someone and made them jack their brain
right in front of you. He's so advanced, the biggest tech company
in the world hired him to do it. He's had a secret backdoor into your company's computers
for, like, a year. However,
this master hacker's computer is plot-important,
so it's level one and easy to get into, and his computer's covered
in the extra hacking viruses to help you out just in case. There isn't even a password you
can find if you explore or search other areas.
You have to hack. Also, sure,
the Forever Alone meme. That'll age well. You'll notice I said "meme"
and not "in-joke." What if
this master hacker's computer was really high level
and if you hadn't invested in hacking you needed
to go on a cool side quest to learn the password
or explore his apartment to find it,
or what if you just couldn't get into it and had
to follow up on other leads to find the hacker? You want players to feel like
they gained something from specializing,
not that they wasted their time. In the original, there's a section where you need to acquire the password
to a computer and it's deep in a basement full
of lasers and traps and explosives and turrets,
but if you invested in hacking, you can just hack the computer. Giving the player choices based
on what sort of character they've made is kind of
the whole point of RPGs. If the game was either
a forced search for a password in a basement
or a forced hacking sequence, it would lose a lot of its value
as game play. But no!
You see, hacking must be central
to the game's progression. Why, though? The game does reward you for investing
in hacking sometimes. Off the beaten track
are high-level terminals that lead to extra stuff, and in missions
there's often security equipment that let you turn off cameras,
commandeer turrets, and even combat robots when
the level designers remember to put them in. I think it feels
a bit less special that everyone else is doing half
the hacking you do anyway but it still works out
to be pretty fun. One of my favorite things
to do in "Human Revolution" is if you have the ability
to hack turrets and the strength upgrade, you can pick up turrets
and carry them around while they destroy everyone
in your path. It's fantastic. It feels amazing being rewarded for combining
these two abilities. This stuff is great. The part of this transaction
I don't like is how many times I had
to play competitive join-the-dots to get here. It's not just that the hacking
is a huge waste of time. It's that they deliberately made
their game more of a waste of time than the original with
the specific intent of making the player feel
like they're doing more, and yeah,
you are doing more, but more busy work
does not equal more fun, and this idea
has gone unquestioned for so long that it
was a genuine shock when the recent
"Deathloop" removed it. Or when "Bioshock 2" removed it
and added a separate weapon that triggered
a different mini game that was shorter and simpler
and actually impacted the game play
if you did it well. Is it just me or is "Bioshock 2"
the best one by a really wide margin? Like, it's not even close. All right, all right.
I have to stop. My heart can't take it. The hacking chapter is over. We're safe.
We're alive. It's gone.
Let's move to yellower pastures. [beeping] [JC] A smart lock pick
is always handy. [HBOMB] The original game
also had mechanics for lock picking
to deal with locks and electronics
for bypassing other devices that can't be hacked
like power boxes and stuff, but hey,
if you squint, they're a bit passive, too,
aren't they? You just sit there
and use your item on them. How did the "Human Revolution"
team update these mechanics? They replaced them with
the fucking hacking mini game! [shocking music] That's right! There's three times as much hacking as you thought there was going to be! To get into people's houses, you don't need to find,
you know, a fucking key,
like how doors work! You hack the convenient terminal
in front of everybody's door or if you're lucky you can find
the code for it somewhere. The concept
of keys doesn't exist in the world
of "Human Revolution." Now, that's streamlining.
In the original, hacking,
lock picking, and electronics
were all separate skills you could invest in with different effects on
the world. All of this being
the same mini game makes it all feel
like you're doing the same thing over and over, and it all feels like that
because you are. Using a multi-tool that's tied
into your proficiency with a skill to turn off
the laser grid, that's cool but what if instead
it was a mini game that took 24 seconds to do? Oh, yeah.
I'd love that. Just squeeze that right
into my mouth. Actually, no. We're not playing that
in fast forward. You're watching all
of this with me. [pages flipping] I've got a magazine here. Man, there's a full page ad here
for Mark Kermode's film review. I like that guy.
I disagree with him, like, 90% of the time but I'll know
if I'll like a movie based on what he says, so I think that makes him a good critic, right?
- [WOMAN] Access granted. [HBOMB] Oh, it's over. Now, go watch that 150 times and then tell me
that this is good. Quite a few more people have
the achievement for hacking 50 devices than
for beating the second boss a bit past the halfway point. I can't help but wonder if
the hacking is a factor in why people stopped playing. Apparently one company manufactures
everybody's locks now. That must be where
the Illuminati get all the money for their secret
science bases. Based on how you played it, "Deus Ex" was a lot
of different things to a lot of people. Now a bunch of it
is unavoidably hacking for everyone and that is worse. None of this stuff
is a deal breaker, of course. The game's still pretty good. I just think it really sucks
how many choices have been actively removed
from the game, but that's not what
the developers were focused on. By their own admission,
they focused on the combat. [beeping] [tense music] The first thing
most people notice about the original "Deus Ex"
is that shooting is fairly complicated and weird. Weapons are pretty powerful, head shots with almost
any weapon are lethal, but they require
skill point investments to use properly.
At lower levels, they reload slower,
are less effective, and take ages to aim. This kind of odd aiming system
wasn't an accident. This was deliberately added onto
the Unreal Tournament engine. Yeah, it's not a very good
first-person shooter, but it's also not trying
to be one. It's trying
to be an RPG where shooting is a skill you have
to invest in. Combat being something difficult
to execute is an important part
of the design. I'll explain what I mean
by referring to another famous immersive sim,
"Thief." "Thief" is a stealth game
but you can pull out a sword if you want
and there's a pretty in-depth sword fighting system in there, but as soon as you fight more
than one person at once or an undead warrior
or a wizard, you're basically dead. The point is combat
is a bad situation you should avoid.
[MAN cackling] [blow lands]
[MAN screams] [HBOMB] "Thief's" sneaking is fun because you know
you're dead if you get seen by
a bunch of people. On the higher difficulties, killing someone gives you
a game over. It wouldn't be as fun if you
could cut six people's heads off in five seconds once
a fight started and oh, what's this "Dishonored"
footage doing here? Warren Spector worked
at Looking Glass while they were making "Thief"
and remembers being annoyed he couldn't just fight enemies
if he wanted and in his talk he actually
describes learning this exact lesson. [WARREN] I came to a place that
was just too hard for me to sneak
and I asked the team, "Just make me tough enough
that I can fight my way past these guards because
I'm getting killed every time." And they said no. "If we made the player character
strong enough to fight, no one would ever sneak," and the idea of the game
was to sneak, and they're probably right. For "Thief" that was probably the right decision to make. [HBOMB] He describes "Deus Ex"
as a game trying to be a bit more balanced
than "Thief." [WARREN] I made a vow right then
that I was gonna make a game that let you fight or sneak, uh,
as you chose. [HBOMB] It wants
to let you do combat if you want to
and make it satisfying to win but also retain the fun
of avoiding it if you can by making combat something
that's hard if you're not invested in it. This means sneaking
or using exploration or talking to people
or hacking the enemy's robots and letting them mess them up
for you is rewarding. [WARREN] Right--right before
we shipped, I put my head down on my desk
and I just said, "If people get that you
can fight, "sneak, or talk,
we're gonna rule the world. If people compare our combat
to "Half-Life," we're dead." [HBOMB] For the "Human
Revolution" team, modernizing the combat
was their highest priority. Lapikas's talk has
a chart showing what they spend the most time
and resources on. [FRANCOIS] As we decided
that combat would be where we would put most of our time,
energy, and resources-- [HBOMB] They knew they could
handily outdo the original on combat, so they really put their minds
to it, and the combat
in "Human Revolution" is really good. Bullets hurt a lot so fights are punishing when you get hit, and they're satisfying
to win because you almost died. I thought I would hate
that they added cover shooting to "Deus Ex"
but it's executed really well. Whee.
There's no huge gauntlets. Every shootout
is its own landscape with enemies trying
to flank and flush you out with grenades once
the fight starts. There's none of the busy work
you get in with other shooters where you just, like,
kill a lot of people so you have something to do
on your way to the next level. When you do fight, the fight is unique and specific
to that area and the type of
and amount of enemies. That said, there is one aspect of the combat
that's not very good. Let's talk about melee. "Deus Ex" had a wide variety
of lethal and non-lethal choices
for hand-to-hand combat, from police batons
to riot prods, knives,
and crowbars, then when you got to China
you could find a sword and have a flipping sword
which was cool. And later you found
a gosh darn lightsaber. Well, a sword made out
of tiny nano-machines arranging in the shape of a sword,
but look at it. "Human Revolution" streamlined
melee weapons by removing them. No, really. There's no melee weapons in "Deus Ex" anymore. You can't pull out a stick
and swing it at someone. It's all guns,
all the time. It's like me at the gym. There's baseball bats
lying around but hell if anyone uses them. No one can even pick it up. That shit must be heavy.
[booming] Grenades can't even move it. Instead, you perform
melee combat by pressing a button
and if you have enough energy, a cinematic plays depicting
Jensen taking the person out lethally
or non-lethally based on whether you held
the button down. They simplified the melee combat
so much, they moved it out
of the game and into a cutscene. Cutscene Jensen rides again. He gets to have fun
with his arm swords. And you don't.
- [MAN grunts] [HBOMB] It's an incredibly
clunky thing to have to do every time
you do close-range combat. Some of these look pretty fun
the first few times but like with hacking, it's not fun the many times you end up doing it in the game. [SIMON & GARFUNKEL]
βͺ Hello darkness-- βͺ [HBOMB] It's utterly
flow-breaking. Just let me hit someone
with a stick, dammit. The idea you're doing
this every time instead of ever being able
to do something as simple as whip out a crowbar
is mind baffling. I meant to say boggling.
Boggling. I just realized what
a great word that is. The take downs cost a full bar
of energy to use and can't be used unless you use
a consumable item or the bar recovers, which means I get
to quote my favorite line from a game review ever. "That's right.
Your knife requires ammo." [MAN] That's right.
Your knife requires ammo. [HBOMB] Melee combat
costing ammunition is a mechanic
from "Vampire Rain," a game almost
universally recognized as one of the worst ever. A perfect place
to draw inspiration from for your new "Deus Ex" game. Here's how melee combat works
in "Deus Ex now." [repeated buzzing] [MAN] I'm gonna find-- [grunts] [bone snapping]
[grunts] [HBOMB] When it comes
to the shooting-- which is all that's left-- the RPG mechanics
of the original have been completely removed. Adam has perfect aim with almost
every weapon at the start of the game, especially if you use
the sights, and while there
are augmentations that reduce recoil, the recoil you start with is pretty easy to handle,
and this is good. It means combat is more a test
of the player's skill than their character's stats, and for something as visceral
as a shoot-out, I think that works.
Come on, man. Don't tell me
this doesn't look fun. Do not tell me
this doesn't look fun. I have been lied to before
and I am sick of the posers and fakers.
[booming] [beeping] [tense music] [men shouting]
[MAN] Someone there? [HBOMB] The original
game's stealth was okay. You could lean around corners
which sounds stealthy but it didn't seem
to help you avoid being caught. [TERRORIS] I think we've got
an intruder. [HBOMB] The big thing
was enemies were really good at hearing any nearby noise
that wasn't crouch walking extremely slowly. [fan humming] [beeping]
[TROOP] Someone's there. I can hear you. [HBOMB] It never clicked
how exactly the game wanted you
to be stealthy. The stealthy weapons weren't
too useful, either. The tranquilizer crossbow
was silent but enemies were still alerted
for the many seconds it took for them
to go unconscious. [tense music] [whooshes] [JC screams] [HBOMB] Melee from stealth sometimes knocked enemies out and sometimes merely hurt them
and then alerted them to you. - [MAN grunts]
- [HBOMB] The stun prod seemed to base its effectiveness
on how it was feeling that evening. This was one thing that was desperate for an overhaul. Now's a good time
to tell you several of this game's developers
had previously worked on "Splinter Cell:
Chaos Theory," one of the best stealth games--
and games--of all time, including Francois Lapikas, making him
a literal heroic genius. I'm not normally
a pure stealth guy. I try until I get seen
and then I start blasting. I'm the sort
of person "Dishonored" was made for. I hope that joke earlier
didn't mislead you. I love that game.
Seriously. But "Human Revolution"
is at its most fun when you take the stealth
as seriously as you can. The "Thief" games
and even "Splinter Cell" start to bore me after
a while when I try that, but here everything's
at its most tense and careful while never being too slow
or trial or error, and I just criticized
the take downs, but you know what? They're super reliable
for stealth. If you haven't been seen, the take down is silent
and stealthy and there's no chance of it not
knocking out the enemy like you thought it would. This is kinda how
"Chaos Theory" worked, using take downs instead
of typical melee. [blow lands]
[MAN grunts] [HBOMB] It was always an instant kill or knock out. You just had
to get in close enough to do it which explains why they
did it the way they did here. Sam Fisher's sleepy slappers
didn't need ammunition, though, and the take down wasn't
a long animation that took away your control, but at least the game's
weird melee system starts to make sense when you consider
the creators' design chops. And what delicious chops
they were. God, this is such a good game. I'm so happy I got
to bring this up. [stealthy music] The A.I. in "Human Revolution"
is really fun to hide from in almost exactly
the same way "Chaos Theory" was. They'll hear you if you run
and see you immediately if you're out in the open, but if you're crouch walking, you pretty reliably can't
be heard, and you can even get away
with falling a short distance now. You can hide in enemies'
peripheral vision in ways that are maybe
a little unrealistic but feel great
to get away with. The third-person
cover mode functions as a perfected version
of the original's peeking. It's kind of hilarious that
they literally went on record that combat
was the most important thing but while they were at it
they just casually tossed in one
of the best stealth experiences this side of "Dishonored." But the developers had designed
themselves into a corner. They'd made a game that featured
a fantastic stealth experience and then given players a bunch
of guns, removed the limitations
on shooting that made it less viable
in the original, and then bolted third-person
shooting cover mechanics onto their first-person game just
to make sure you could shoot people any way you wanted. Remember what I said about games like "Deus Ex" being sums
of parts? You can't make a game
like "Deus Ex" more like a shooter without inevitably
making it less like "Deus Ex." The balance of which mechanics
you rely on to survive has shifted. Shooting has become
the most viable solution to most problems when
in the original it was
the least viable solution, and that made it fun to avoid
or to really lean into and get good at. You could spend a long time memorizing
these patrols, learning to meticulously sneak
between cover, put all your augmentation points
into cloaking or running silently, and have to be very careful
whenever you need to come back through this room
because they're all still here, or you can click on four guys
and not have to worry about them ever again. [warbling horn playing] βͺ βͺ Since shooting people
is extremely simple and fun, it becomes
the dominant strategy-- the thing you're incentivized
to do to solve your problems. This threatens to ruin all
of the other mechanics. Why use stealth
when everyone's dead and the fights that happen
when people see you are fun? Why bother hacking a terminal
to turn off cameras or turn turrets against
their owners when you shot all
the owners when you came in? Who are the cameras even gonna
send after me when they see me? Everybody's dead, Dave. But you'll notice I said
"threatens" there because the developers were clever
and they noticed this possibility, too,
during play testing. They'd worked really hard
designing fairly complex levels with multiple paths
and solutions and then testers clicked on
the bad men until they died and walked
to the next objective. [FRANCOIS]
It was a total failure. Play test showed us that people
were just gunning everything and they weren't thinking. It was just a huge frag-fest. [HBOMB] So to fix this, they came up with
a really clever solution. [beeping] [upbeat music] Sure, shooting would
solve everything, but to correct for it, the game is astonishingly stingy
with ammo. Ammunition pick-ups you
can find lying around in levels usually amount
to a handful of bullets a piece and for more
specialized weapons like the tranquilizer rifle, you're lucky to find two
or three, which is accurate. I only keep a couple
of tranquilizer darts in my office, too. Enemies have been
meticulously designed to be almost a waste of bullets
if you try fighting them like in a normal shooter. They drop their weapons
which have a couple bullets in them
and sometimes there's a few more
on their bodies. If you're not being
really precise with your shots, you can easily end
with less ammo than you started. This was a super smart choice. It means there's much
more pressure to make your shots count
or--more importantly-- to avoid wasting bullets
fighting in the first place. This tremendously alters how the player relates to the world. Sure, you could just shoot all
these guys like I said before, but that would actually make
your life harder in the next fight.
See what I mean? Scarcity resources
re-contextualizes what would otherwise be
a fairly simple situation. Sure, you can take a bunch
of guys out with a grenade, but you have, like,
two grenades. You might need those. The end result is like playing
a fairly simple cover shooter while being lightly choked
from behind by a game designer. Even when it's straightforward, it's still a little tense, and that's what makes it fun. Adam Jensen is a deadly shadow
on the battlefield who can dish it out but only
in small portions and if he's not careful, he won't have room for desert. I'm not kidding how seriously
these guys took the balancing of resources. In Lapikas's talk, he shows photographs
of huge bulletin boards they made to track all
the weapons, ammunition,
and items the player could find in the levels. [FRANCOIS] We used
these balance boards to get a sense of everything
that was in the game. This is about half
the boards we had. We had six in total. [HBOMB] And tried to make sure they were never too powerful-- never had enough stuff-- so a big fight
would always cost them. [FRANCOIS] During play test
people would complain. They would say, "Well,
I don't have enough ammo to kill everybody,"
and-- but then again that's exactly
what we wanted. [HBOMB] Chris Rock was right. Sometimes what you need
is bullet control. So the core experience works out
really well. There's this fantastic
primary loop of carefully avoiding enemies, stealthily taking out
the ones you can with take downs
or silenced weapons to preserve ammo, hoping to thin the crowd before a big fight starts, building up enough ammunition
that you can afford to get in fights when
you do get caught, the occasional inevitable
explosions of violence, and the careful picking clean
of the bodies at the end. There's a rhythm
to it that feels excellent. If you want an FPS RPG
whose FPS component is some genuinely good shooting
that doesn't invalidate stealth and hacking
and other alternative solutions, "Human Revolution" is basically
the game for you. However, as "Deus Ex" used
to like pointing out, these choices have consequences. Say you like
the tranquilizer rifle. It's silent and non-lethal
and has a decent range. It has basically no weaknesses
except it's a bit slow. So in a normal game, the bullets would be expensive but that would be your choice
to make, right? Well, not here because
if you can buy all the tranq rifle rounds you want,
the game would be too easy. Instead the local weapon store
will sell you five packs of two. And those ten darts will have
to last you a while because the other store
in Detroit doesn't sell any. You'll have to go all the way
to China to find someone else willing
to sell these to you. This is a good choice. Giving the player too much ammo
for the best weapon would ruin the tension
and make things way too easy. But on a simpler level, it's incredibly annoying
to not be allowed to buy ammo for the weapon
you like to use. This is one of the trade offs
this design has to make. It works but in a way
that might be a little bit annoying
for some types of player who thought they could spend
the money they were saving on things they wanted
or expected one of the two weapons they can fit
in their inventory to have enough ammo available
to make it useful. There are also limb clinics
where you can buy praxis points. So, I mean, if you want more, you can look around
for more credits to buy more
and maybe sell the weapons and ammo you aren't using,
right? You know,
like a fun video game would do, if it wanted to give you
interesting decisions to make? The billboard says no! Limb clinics will sell you two
praxis points! The scarcity starts
to feel really weird if you think too hard about it
or try to circumvent it. What's that?
You think you can get the upper hand by knocking out a bunch of well-armed policemen with assault rifles and get
a couple more bullets to get an edge
at the start of the game? Nice try.
Those cops aren't carrying any ammo on them, and their guns
had three bullets in them. No, not each.
Between both of them. In a fight,
NPCs have infinite bullets. The game keeps track
of how many shots they've fired not so it can give you
their remaining ammo so avoiding fighting
and taking them out gives you a bigger reward, but to keep track of when they need to reload.
I dunno. This is starting to feel
a little bit artificial. Lots of areas have weapons
lying around sort of as props populating some
of the pretty sparse office and apartment areas. Almost all of these have exactly
one bullet in them. There's something
extremely disconcerting about a world full of people who keep
a gun on their desk with one bullet in it. This sort of thing starts to really affect
how exploration feels. Remember, these guys had
a big billboard on the wall keeping track
of every bullet in the game after seeing
what play testers did when they gave them too much. So if you're exploring
every nook and cranny, opening every locker, looking in bathrooms
and behind boxes and so on, there will be rewards
for exploring but the billboard said
if you get too much stuff, it won't be tense anymore. So the main reward is going
to be, like, five more bullets. The game will throw
a massive room full of, like, 50 lockers at you
and there'll be, like, four pick-ups in total amounting
to one full clip of ammo for one gun and a third
of a clip for another and maybe a grenade, and the lockers
only open halfway so you gotta really peek
in there to make sure you see everything. Oh, and because it's this game, none of the lockers are locked because locks
don't exist anymore. Even the most daring heists
in the game start to feel kind of pointless. In the Detroit level, you can break into the armory
of a police station. A police station armory. An American
police station armory. I've seen their budgets.
That sounds like pay dirt. [WOMAN] Access granted. [computer beeping] [HBOMB] Prepare
for the cornucopia. I hope you're ready
for two stun grenades and a template that can turn one
of them into a mine and an assault rifle
with 15 bullets to go with it. That's less than a full clip
of rifle ammo. Is that a clip or a magazine? I don't know
and I'm too hopped up on all this sweet loot to care. Oh, boy, a shotgun
and five shells to go with it, and a completely new gun
that stuns enemies briefly that you don't have room for and four shots for it
if you could. Oh, and a rate-of-fire upgrade
so you can fire the bullets
you don't have faster. You can really feel
how contrived the scar-cities--
scar-cities? Scarcity?
I don't even know how to say-- like they put all
these ammo pick-ups on the table so it feels like
you're getting a big hoard of stuff but it's actually
just several small boxes with two and three bullets
in them. Think about why
they deliberately did that for a second. They could have just put one box with 15 bullets in it next
to the gun but then players
would understand how little stuff
they were being given for this. If I gave you five
Quality Streets and not even
any green triangles, you'd think I
was ruining Christmas, but if I gave it to you in
the form of two boxes, for a few minutes,
I'd be the best uncle ever. I get to write these off
as a business expense now. Knowing now what the reward
for this adventure was, let's all go watch
the hacking mini game I had to do to get this. [MAN] This is what you get
for abandoning-- [HBOMB chuckles]
No, I'm serious. I'm doing it again. There's actually a couple
of NPC guards who are, like, talking about how cool
the peps is in the whole way
of the police station and when you get it
you get four shots for it and it kind of sucks. It sucks so bad it doesn't even
come back in the sequel. They make it like a--
an augmentation or something. I didn't pick up the peps here
but I did hoard all the ammo I could over the course
of the whole game so I got a good 15 shots
in the last level. Okay, I'm done
with my peps talk. I promise I won't do this again. I always thought it was strange
how Sandoval sadly and slowly takes out a revolver and the implication
is pretty clear, right? We know what he's planning. But then he also takes out
a single bullet to put in the gun. First of, Sandy,
it's this game. The gun already had
one bullet in it. But if you talk him down,
he puts the gun on the desk and you can pick it up, and of course it
has one bullet in it, and if he does shoot himself, you can still pick up the gun, but of course it doesn't have-- five?
Five bullets? Fuck this fucking game! It's not just having
too many bullets that would make you overpowered. It's having weapons that
are too powerful in general. The game has two
really powerful weapons: the laser rifle
and the plasma rifle. Both of these weapons deal
immense amounts of damage really quickly
and can melt any enemy practically instantly. [MAN shouting] [HBOMB] The laser rifle can even shoot through walls allowing you to kill
the final boss the second the fight starts from behind
her bulletproof glass, which is pretty clever. Giving these to the player
would make combat far too easy and once again ruin
the game's tension. Even giving them next
to no ammo, it'd still make
the weapon ridiculous in fights. So how did they balance
these weapons? The first time you find
the laser rifle is behind Tong during
your second visit to China very close
to the end of the game. This gives you roughly
two levels to use it against
regular enemies before the last level which
is against basically zombies who don't even have guns
and are easy to deal with with any weapon. [MAN shouting] [tense music] βͺ βͺ [shouting] [both shouting] Just let me finish.
Just let me finish! [HBOMB] Oh, boy, I'm so glad
they gave me the laser rifle in time for this. The plasma rifle can be first found being wielded by the third boss,
which is fine. You know, getting
a cool weapon off a boss is a fun reward. Unfortunately, he's also
the last actual fucking enemy you fight in the entire game. After fighting him you go right
to the zombie level. - [MAN] Ah, he's got a gun!
- [MAN] You don't scare me. You're not even there!
Get away! - Go!
- [MAN] I didn't want this! [MAN shouting] [MAN shouts] [HBOMB] So essentially, they balanced these weapons by giving them to you when the game is over. It seems like they designed
these weapons much earlier on, then did the play testing, and realized how much
their reliance on combat broke the game's feel
and they had to lean on scarcity and went,
"Well, we made these. We should put them somewhere
and put them right at the end." So, hey, they're in the game
so you can say there's a bunch
of weapons in there. [JEAN-FRANCOIS] I would say
without going too specific
in the numbers,
I would say we're around
20 or so, uh, different,
uh--uh, weapons.
[JONATHAN]
That's a great number. [HBOMB] This is kind of true if you add all the weapons, including the ones you don't get
to use until the last five minutes,
and count grenades as weapons. There's 20 weapons
in "Human Revolution." The game's launch trailer
features a shot of Jensen using the plasma rifle
against a security robot in a much earlier section
of the game during the first visit to China, hours and hours before
the player ever gets one. I'm not saying, like, "This game's launch trailer lied
to me." It's more that
I think these comments and bits of pre-release footage
are a fascinating look into the kinds
of tough design choices that come up during
game development. This next thing's been stuck
in my craw for literally a full decade. In an interview with Eurogamer, the game's director
Jean-Francois Dugas made a really enlightening statement, and I'm not saying
that sarcastically. It genuinely is. I've obsessed about it
for ten years. What is wrong with me? [MAN narrating] [DAN speaking
in a French accent] Sorry.
[clears throat] [DAN narrating] [HBOMB] You can see why this is such a meaningful statement,
right? I'm sure Dugas wouldn't say that
while intending for the rifle to be something
you get lying against a wall right before
the last couple of levels. We're going full speculation
ops here. I could be reading way
too much into this, but it sounds like in the nearly
a year between this interview and the release of the game
the design got altered. Maybe the laser rifle
was balanced by making it a reward for some
difficult challenge like a daring heist in
a police station or something, but then they did
more play testing and noticed that even when
the weapon was hard to get and had limited ammo
it ruined the entire feel of the game.
Stealth, conservation of resources,
hell, even the basic flow
of combat gets irrevocably changed when
a player gets the shoot-through-walls
instant-murder beam. So they must have made
the tough decision of turning it into
an extremely late game weapon so at the very least
it couldn't mess with the rest
of the game's pace. This points to just how devoted
they were to making the central mechanics feel good. It's obviously really important
for the game that it's not incredibly easy
to defeat enemies. They designed several
powerful weapons that were fun to play with
but then cut them out of most of the game in the name
of making sure the core game play could live
its best life. Unfortunately--
and it pains me to do this-- after all this time going
into detail about some really clever
design choices, we now have to talk about how
they kind of ruined them. [electric guitar music] [beeping] βͺ βͺ You know how I've been really
hitting you over the head with how important
scarcity was? Well, in his talk,
Lapikas was also doing that. [FRANCOIS] "Deus Ex" is a game
about scarcity of resources. [HBOMB] Oh, that's why
I keep pronouncing it like that. [FRANCOIS] If we give
you everything, you're not gonna think anymore. You're just gonna go and use
the simple route. [HBOMB] It's fun for players
to be rewarded for their choices or to be made to deal
with problems caused by them. The original does this, too. Not to the same degree
with ammunition but because you needed
lock picks, multitools,
augmentation canisters, med kits,
skill points, and other useful items
to progress, you're always hurting
for something. And speaking of hurting, even damage was part
of this puzzle. JC Denton had locational
limb damage, a bit like in "Fallout." Damaged limbs affected
his aiming and his movement. If you broke your legs, you had to crawl around
to find a med kit. This meant combat
was extremely tense. You had to manage its effects
on your body. Med kits didn't just
bring back health. They had to be used on
a specific body part to mitigate the effects
of the damage. Without med kits and the skill
that makes them more effective, you are in trouble, and the robots that healed you for free were few
and far between. This meant combat
and taking damage in general had genuine stakes
to it. [TROOP] Denton
Hey it's Denton. [all screaming] [HBOMB] Oh. Lucky there's a clinic nearby. [DOCTOR] Have you looked
at any other options? Euthanasia is one sure way
to relieve suffering. [HBOMB] "Human Revolution" removed locational
limb damage completely and replaced it with
a simple health bar, which isn't the worst idea, and I know that because then
they had the worst idea and went a step further
and removed damage. If you haven't been shot
for a few seconds, your health just comes back. It seems like when they
were looking at other popular shooters
of the day for inspiration for how to improve
"Deus Ex's" combat, some wires got crossed
and they borrowed their regenerating
health mechanics, too. Mechanics which are great for combat-centric
action shooters and terrible
for ones where getting shot is supposed to matter. One of the most important facets
of combat in "Deus Ex--" the consequences of combat--
is just gone. If you got shot in a fight
in "Deus Ex" it was an extra complication
you had to deal with. It didn't just go away. It was an added incentive
to make smarter choices than getting into
a straight shootout. Even if you killed
everyone first, if they shot you it
was a problem you still had to deal with. It made the janky combat fun to put stats in so that
you did well in it or to avoid completely
using stealth or explosives. Regenerating health messes
with the core concept of choices having consequences. Now once everyone's dead, your health will come back while
you're checking their bodies. You'd think a game that wanted
to instill tension about survival
and make combat's effects matter for example by making
said bodies have two bullets on them would avoid misusing regeneration mechanics
like this. "Human Revolution's" combat
doesn't get to be as engaging as it easily could
have been because of this boneheaded idea. The choice
to remove consequences from combat cuts off
the game's potential at its knees, something you also
can't do anymore. If you really want
to balance combat against stealth and hacking
and other alternative solutions, maybe make taking damage
a problem. You could basically flip
a switch, turn off regenerating health, and instantly make
the entire game a much more fascinating puzzle. Make all of its combat
that much more engaging, more of an obstacle. Since all of its effects
would become cumulative, so many more players
would be making fun decisions about how to engage in them
or how to avoid them, and healing items
would matter again, which they don't
in "Human Revolution" because your health returns
to maximum on its own! Why do you even have these
in here? Oh, they put you slightly over
your maximum health. Great. These items would have value in a world where you didn't just
get all your health back. Jesus Chri-- this affects energy, too. In the original
and "Invisible War," you required energy
to use augmentations. This made energy cells into
a valuable resource, and it's clear in this game
that someone had their head screwed on properly
and wanted them to be like that here, too, because there's candy bars
everywhere that refill one or more batteries of energy, but whoever that genius was, someone bashed his head in
and went to work in his clothes and decided to make energy
also refill on its own. The candy's useful if you want
to do multiple take downs in quick succession
or really like using the cloaking device
for long periods, but the fact you have
practically infinite energy as long as you're willing
to wait a second means there's no real economy
to using augmentations. The health and energy pickups
feel like vestigial remains of a much more engaging version
of this game where these things mattered. I think this stuff is a bit
of a shame but bear in mind,
it's not that bad. The core experience still works
really well so far. Sure, the scarcity can be
a little annoying. The police forgot
to bring bullets to a hostage situation
or out on patrol or back at base. Your boss can only afford to give you one gun. He's a millionaire but the store would only sell him seven darts for the tranquilizer gun
you asked for. And two of the coolest guns
in the game don't fucking exist Oh, but thanks to my acts
of heroism, I have a very slight discount
on those stun gun darts I can buy literally six of.
Yeah, that really helps. Thank you! But at least
the intended effect works. You're making careful choices.
You're having fun. Then you find
a rocket launcher hidden in gang territory
with two rockets. If you're in a fight
with a large group or a big robot,
this can change everything, but you can only fit it
in your inventory if you throw a bunch
of other stuff away. This is a great little decision
to offer the player In a game like this. You have to make
a tactical decision and become even weaker
in regular fights in the hopes of having
an edge in a big one. Moments like this are the secret
to what makes these games fun, feeling confronted
with possibilities and what to do about them. If there's a key "Deus Ex" thing you have to nail,
it's this. Does the player feel
a little bit nervous when they find a cool weapon
they don't have room for? Then a level or so later, you're sneaking into
a secret base and there's a huge robot
in the way. Normally you'd be
in trouble here and have to run and hide
but because of the consequences of your cool decision,
you don't have to. This is your reward
for good planning. [booming] [MAN] Man down! [tense music] βͺ βͺ [beeping] [booming] [HBOMB] Choice and consequences. That's the beating heart
of "Deus Ex." Well, it should be. You see, I lied. I didn't use
this rocket launcher I found. I got this one from right here
sitting right next to the fucking robot. The developers almost made
a game with decisions and consequences,
and then they didn't. They made a game that hand holds
you through every obstacle. Robots are also easily destroyed
by EMP grenades. Having to save your EMP grenades
for tough situations would make them really rewarding
to use, wouldn't it? But what if people forgot
to bring any and wanted to use one on
the robot? So they put one directly
in front of you as soon as you enter the room. This fucking sucks. There's no other way
of saying it. They fucked up. It's obviously really important
for the game that it's not incredibly easy
to defeat enemies. [FRANCOIS] If we give
you everything, you're not gonna think anymore. [booming in slow motion] [HBOMB] Not only is this room
just not a challenge, you gain access to a means
of instantly killing this robot the literal,
actual moment you enter the room with the robot. In this instant, players will realize
their choices don't matter. If you saved
that rocket launcher, you wasted your time,
effort, and inventory space. You were a sucker who thought
they were going to experience some kind
of reward or punishment for your decision-making,
but you never will. This goes on
for the entire game. The next time you fight
these robots, the rocket launcher's
right fucking there. The EMP grenades
are right there. People complained about
the boss fights being just shooting-focused
and therefore a problem for players who focused
on stealth, but that's just not true. Every boss fight takes place in an ocean of weapons and ammo so the player
can't possibly get stuck. All the stuff I said was fun
is still fun, but the most important moments-- the peaks of the mountain
of risk and reward-- have been eliminated. Mommy bird chewed your dinner
for you! Open wide! If you're going to give me
the solution to any interesting problem
the instant I enter the room, you might has well
have made this a cutscene, too. [WOMAN] Hangar doors unlocked. [ROBOT] Activate self-destruct
sequence. [booming] [HBOMB] Let me give you
an example of how this is supposed to work. [MAN] "Resident Evil 4." [HBOMB] In "Resident Evil 4," you can find a rocket launcher. Just one, though. Additional launchers cost a ton
of the cash you could have spent upgrading
your weapons. So while they were powerful and let you practically
skip bosses, they required
a meaningful sacrifice by the player,
throwing all that money away, and to even carry a launcher, you gave up a ton of space
for one shot that was gone once you used it. Even looking at
the rocket launcher in my inventory
gives me tingles, and staring at it in the store
is tantalizing because it's a choice
with meaningful consequences that doesn't condescend
to the player's intelligence by giving them one anyway
the instant they walk into a room with a boss. You might also notice that your health doesn't regenerate in "Resident Evil," either, because that would be
fucking stupid, wouldn't it? "Deus Ex" worked along
a similar principle. The GEP gun
was a huge inventory hog. You had to leave so many useful
items lying where you found them and know you'd be in trouble
if you needed a rebreather or some stealth camo, but it made fighting mechs
a breeze and in a pinch it saved you
a few lock picks. That trade-off
was so satisfying. I'm trying to imagine a version
of this game where they just put a GEP gun on the floor
near every major enemy, but I don't really need
to imagine it, now do I? To make a "Deus Ex" game where whenever you face
a tough enemy the means of killing it
is right next to it, and if it even manages
to hurt you that health just comes back, you have completely removed
the choices, consequences, and even most of the difficulty from your game. There's a version
of "Human Revolution" that's truly incredible, where it doesn't pull any
of its punches, where saving
a rocket launcher made a huge difference, where coping with the loss of resources once you use them
was interesting, where getting shot
actually hurt, and they almost made that game, and it's really kinda sad
that they made a just okay one instead
because they compromised their own design in the moments
it mattered most, they made a game about scarcity
of resources, and then got scared not everyone
would like that and over-corrected
in the other direction. Playing "Human Revolution"
is an exercise in learning in real time why "Deus Ex"
was a more management kind of game and why
simplifying everything about an experience that's fun because
it's a bit complicated is bad. Oh, it's so rewarding you
can stealth your way over to this panel
and hack it and disable the robots.
Wow! There's alternative solutions
to the-- they fucking give you a grenade that kills them instantly! It's incredibly fun
to get to plan ahead and decide what's important
to you, and most importantly,
actually see these choices play out for better
or for worse. Nothing in "Human Revolution"
is ever important. All the edges
have been sanded off. It's a smooth
and palatable pebble that isn't particularly
disagreeable but slides out the other end
completely undigested. You have failed to make a game
about scarcity of resources if you put
all those resources next to the things you need them for. At that point you've made
a game about how thinking was a waste of time. As soon as you realize
you're going to be handed the solution
to the problem once you encounter it, the depth of the experience drains away before
your very eyes, and to do this after removing
a bunch of the weapons means the game is so much more dull
and devoid of stuff to play with than
it could have been in service to a scarcity that went out
the window the instant the player actually
needed anything. No, if you want to play
with cool weapons, you need to have pre-ordered
the game in 2011. No, that's not a joke.
That's an order. Get a time machine,
call your local GameStop-- [beeping] [tense] Another slight wrinkle
in the developers' attempts to balance their game
was the fact that-- [hissing, tape clicking] [Ben Morfitt's "Nate's Theme"
playing slowly] βͺ βͺ [hissing, tape clicks] [intense rock music] If you pre-ordered
"Human Revolution" from GameStop or GAME,
Gamestation, or HMV in the UK-- [dog barks]
[record scratches] You got
the "Explosive Mission Pack." [repeated booming] This pack lets the player start
with a new type of grenade-- remote explosives
that detonate when you hold the grenade button down
after throwing them, and a bonus mission towards
the end of the game that rewards you
with a new weapon. [echoing]
But that's not all! If the player bought the game
from Amazon, Best Buy,
or Walmart, they got the "Tactical
Enhancement Pack!" With this pack, players start
with two new weapons-- a double-barreled shotgun
and a silenced sniper rifle. If you were wondering
why you couldn't use a silencer upgrade on
the sniper rifle, it's not because that would be
an unbalanced weapon and the designers knew better. It's because you didn't buy
the game from Walmart! The executives at Square Enix
are killing us! Their hands are around our soft,
Quebeci necks! We're dying!
Help us! Please!
[hissing] This pack also lets you start the game with a ton
of extra money which is the funniest possible thing to give people when they have
a limited amount of things they're allowed
to buy. What the fuck? [MAN] I'll try to be, uh, as, uh, specific as I can, meaning that I won't say
too much, uh, because the marketing guys
over there are watching over me. - [MAN] They're right here.
- [MAN laughing] And I feel the--the pressure
of, uh, being careful about what I say. [HBOMB] These bonuses eventually
became purchasable as DLC. After a few months they effectively became micro transactions. The "Explosive Mission Pack"
also gives the player an automatic
unlocking device which you can use to skip
a single hacking mini game. This gives me the opportunity
to joke that "Human Revolution's" hacking
is so bad, people paid actual money
to skip it. The pack's extra level is a crime against
"Deus Ex" canon, which is worse
than most actual crimes. It's a mission
to rescue Tong's son who has been kidnapped by
the bad guys. Tong's son is Tracer Tong, one of the main characters
from the first game. It's pretty shitty they made
the thing that's probably the most related
to the original plot into a fucking pre-order bonus. Really milking the people
who cared about "Deus Ex." As thanks for saving his son, Tong gives you
the grenade launcher-- a powerful and fun weapon
you have two levels left to use. [WARREN] This is genius
right here. As the player--
the player gets better, make the game harder. [booming]
[MAN shouting] [HBOMB] The trailer
for this pre-order bonus uses footage of the weapons in levels you can never use it in because you get it
so late. I wouldn't go as far as
to call this false advertising. Who cares? But it's funny
the most powerful weapons are consistently given
to you after all the best spots to use them. Fun fact: I was born
and raised in West Yorkshire, which is my way of saying
when this game came out, I was extremely poor. I only got to play it because a French friend of mine who really loved "Deus Ex" had pre-ordered it because
he wanted that DLC and I think a statue
of Adam Jensen that came with some versions
of the game, and then because he
was a game critic or worked at a related company
or something, he got given a free copy
he didn't need and he gave it to me. So if you're watching this,
thanks, Thomas. I wouldn't have got
to play this game for years otherwise. I'm glad I finally have
the opportunity to thank you in the middle
of a YouTube video a decade later. Pre-order bonuses and the micro transactions they later became
are bad for everyone. They're bad for players. They're bad for developers
getting made to do things they know are bad
for the game, and then having to listen
to people like me whining about it like it's their fault. The only people who benefit are the people
this makes money for, which means it's probably not
going away anytime soon, but at some point,
you know, games have to make money. It is a business. Would you like to augment
your pre-order? [beeping] [tense orchestral music] βͺ βͺ βͺ βͺ βͺ βͺ βͺ βͺ βͺ βͺ The boss fights are bad. Anyway. [beeping] [calm techno music] The level design
of immersive sims is one
of the most important parts. You can have all the cool guns
and augmentations in the world, but if that world doesn't create fun opportunities
for using them, then those tools
are going to waste, like the instant pot in the back
of your cupboard right now. You also have to find ways
of making the player engage with the levels,
for example, by giving rewards
for bothering to explore. [WARREN] You want
constant rewards to drive players onward, okay? You have
to reward players regularly. [HBOMB] It's a bit
of a disappointment in this department. Half the stuff you'd normally
be searching for in a "Deus Ex" game
isn't there to find because scarcity
was too important to give you too many big rewards
and there are no longer multi tools
or lock picks to find because
the newfound omnipresence of hacking has replaced
the need for them. The main thing you'll find
when you're exploring is a couple of bullets, a meager amount of credits which
you can't spend on anything, oh, and how can I forget dozens
upon dozens of energy bars which you don't need because
the first battery refills on its own? And since--
like we covered earlier-- praxis points are a kind
of boring upgrade system, there are no truly
nice surprises that incentivize
further exploration. You barely find anything
in a police station armory. You're not gonna find much
in the back alleys of Detroit or Hengsha. What is here feels
a little too similar to the original
for its own good. At a certain point it starts
to feel like a half-hearted remake. Like, even in
shockingly small details, like how you and your pilot
get intercepted on your way to China, or how your pilot
can optionally die, or how the first mission ends
with you deciding whether or not to let
a terrorist leader live and as soon
as you make that choice the cops instantly arrive
and all the enemies in the level evaporate
and get replaced by cops, or how you fight exactly three
augmented bosses throughout the game; a big guy,
a small lady, and a guy who can turn invisible
and wields a plasma rifle, or the way the game's
three main locations are an American city,
a Chinese city, and a French city, although "Human Revolution" sets
its French part in Montreal for what I assume
are tax reasons, and the city environment itself
got cut, so Montreal is just
a large office building you land on and then leave. For the record, in the Q&A section
of his GDC talk, Lapikas got asked if he thought
the generally good reception of "Human Revolution"
was partially down to them directly recreating
a lot of the original stuff. [MAN] It follows
the original "Deus Ex," uh, almost act-for-act,
story beat for story beat. I'm wondering how much you feel
that contributed to the acceptance of it. [FRANCOIS] First off I'd like
to react to your comment, that, uh, the game follows
the first game beat by beat. It might be true.
It wasn't our intention. It's not how we designed
the game. It's not how it was written. So, uh, if that's the case,
it's a coincidence. [HBOMB] I don't know
if it's better or worse the game
is like this by accident but that's what the game
is like. So I don't know what
to tell you. It's not a huge deal
that they're similar. It's the same series
so similarities are welcome if anything,
but a problem with-- accidentally or otherwise-- making your levels a lot like
the originals is it makes what's missing
stick out like a giant robot sitting next
to the weapon that instantly kills it. Liberty Island
is a famously amazing level. It's an entire open island
with two different docks, people to talk to to get a key
to get inside if you want-- [BUM] About time you [bleep]. A sunken freighter full
of stuff to find, and of course an entire building
leading up into the Statue of Liberty. This level design is ultimately why "Deus Ex" is so fantastic. It feels like
an entire physical space you can handle how you want. Liberty Island
is 12 different levels, depending on how someone
plays it. "Human Revolution's" levels
are largely a straight line that sometimes opens out into
a larger box you can be a little more creative in
which funnels right back into another straight line. The first mission-- the parallel
with Liberty Island-- is a straight shot
from the drop-off point on a rooftop to a pickup
on another rooftop, featuring bottlenecks
in the form of corridors and elevators
that you're required to use to progress
with zero alternatives. Compare and contrast the level
of freedom here. The Statue of Liberty
has several ways in from different angles including just climbing over half
the level. To get into the warehouse, you can go in through
the front door or climb up on top
of the entrance and go in through
a vent just above the front door which comes out
into the other side of the same room. It takes about five seconds
to walk over here if you come in
from the front entrance. There is no rear entrance
and there's no way over this part of the level
by getting on the plant's roof and finding another entryway. It's immediately clear how much less freedom
the player has. There are choices
in how to navigate but they don't lead anywhere
particularly new or different. The only way to progress
is to traverse the level mostly linearly, but occasionally you get
to decide which side of the room you do it in. The smoking gun betraying
the closed-off nature of the levels is the fact none
of the windows work. In "Deus Ex One," if a building has a window, you can break the window
and jump out. Bang, you just invented
a new exit. In many of "Human Revolution's"
buildings, most of the windows
are actually painted on and you can't get out
through them in any way. In an actual immersive sim, this would be a way in
and out of the building. That's what makes it immersive. It feels like a building
in a world. This is just
a rectangular corridor with windows used to imply
a complicated outside world you never get
to interact with. Look at Jensen's apartment
for a second. The modern graphics definitely make it look cooler than
the original. I love the "Blade Runner"
light shaft thing with the blinds. But in the original game's
apartment, you don't need
to come in through the front door. You can climb up a fire escape and come in through the window. Jensen's apartment is designed
to reference the original. It's got a cute stash
of loot hidden in a similar way
but it doesn't seem to understand
the actual game play value of the original
apartment's design. The only way out is to get
to the elevator, ride it down, then walk out through
the front door. The windows are just for show. I've heard so much praise
for this game over the years, how it's one of the best
immersive sims-- a real successor to "Deus Ex," but for all
the genuine improvements and understandable
mechanical changes, the levels you're doing it in
are restrictive and dull. So much of the game
is effectively a linear path which leads to an elevator
to the next linear path. Seriously,
there are so many areas whose main objective
is to get to an elevator. There's a part in Hengsha where
you do a whole level to get to an elevator
and then while you're in the elevator,
Pritchard calls you to give you your next objective. [ADAM] Pritchard,
I'm in an elevator leading to the Pangu. [PRITCHARD] Look for
a second elevator once you're there. [HBOMB] The game is so fond of making elevators the path
to the next area that there is not one,
not two, but five sequences
where you go on a really long,
slow elevator ride and if you're lucky, something interesting
is happening out the window or a character calls you on
the phone. Seriously, you just sit
in an elevator for a full minute for no reason
multiple times. Once would be fine
to build tension before a big boss fight or something,
but it's near constant. You ride two different elevators in the unskippable
opening sequence alone. [drum roll] [multiple explosions] Hey, guys, you know what feels
even more passive than hacking? Standing in an elevator! There's a sequence where
the objective is to trigger an elevator
and then hide from or fight enemies until
it gets to you to pick you up. Since combat
is pretty easy especially if you hack the turret-- enemies don't know how
to handle turrets in the slightest.
It's really weird. Everyone dies
in the first five seconds and you're just sitting there
during what was meant to be a tense struggle
for survival. [distant alarms blaring] [beeping] [PRITCHARD] The funicular
is halfway there, Jensen. [radio hisses] [tense music] βͺ βͺ [HBOMB] βͺ Ooh wah βͺ βͺ βͺ [PRITCHARD] Your ride is there,
Jensen. Get moving.
[radio hisses] [HBOMB] And in case you
were wondering, yes, you do then ride
the same elevator back down to where it came from. [chuckling] [humming "Main Title"] I've heard the excuse this
is a way of disguising loading
between areas, but many of them last
much longer than any of the actual
loading screens take, and several
of them lead directly into a loading screen anyway, so don't give me any
of that gubbins. It's boring,
overly-compartmentalized level design however
you slice it, and excuses don't
make elevators fun. I don't think I've ever
said gubbins out loud before. That just came out of me. I think the reason
they made them like this was
for dramatic effect. When you sit in an elevator
to upper Hengsha for 30 actual seconds
and come out and suddenly you're at
the top of a high rise building
overlooking a new environment-- one you never get
to actually visit-- you feel like you did a lot more
than walk down a linear corridor to an elevator.
Twice. Look what an expansive world
we're in. The objective of this level: to get to the data core room
by getting to the elevator. Then you're given a cutscene
where your objective changes to confronting Zhao Yun Ru,
the CEO from before, to have that cutscene. You confront her by getting to another elevator
to her penthouse. This elevator trip takes
a full minute. [elevator humming] [unsettling music] This is only
the third longest eleva-- The current "Human Revolution"
speed run by Rampancy is 37 minutes long. Eight and a half minutes
of the run is spent in an elevator. Uncomfortably close to a quarter of this speed run
is sitting and waiting, and this
is the best case scenario. This guy does cool shit
like skip waiting for that one elevator by shoving
himself through the door. In fact, most
of the run's cleverest tricks involve finding ways
to avoid having to wait
in an elevator even longer. The time wasted here isn't even
the real problem. Where the original game's levels were usually large
outdoor spaces with multiple ways in and out
of the buildings with objectives in them encouraging
player creativity and freedom of choice, "Human Revolution" is wandering between elevators
with ornate windows overlooking the kinds of environment
you'd actually want to be playing in. The level design still has some choice in it
and occasionally the kinds of freedom
you'd really want like the police station,
which is great, and offers a fantastic range of choices for how
to deal with it, but a majority of the game
is strangely compartmentalized. Constrained. A thin tube funneling you to the next important cutscene. I know I'm venting
a lot about those cutscenes, but this gives me
an excellent opportunity to segue into this game's
problem with vents. [bicycle horn honking] Okay, in this
sequence I've shown you a few times before, there's four guys making patrols
around this area, more guys off in the side holes, and a doorway leading ahead
to the next part of the level, but this area that's harder
to get to unseen is the room the hostages are in. Once you get inside, you're locked in by a trap and have to frantically disarm the bomb by hacking it
or learning the password or just smashing the tubes
which is a hilarious thing to discover you can do.
This is a great sequence. Getting into this room
and saving the hostages is the first level's optional
challenging secondary objective, and the people who designed
the stealth system and guard patrols act like it. It's much harder to stealth
your way in here than the critical path. I mean,
if you shoot all the guys, it's easy and bullshit, but you can see how the stealth was designed to be fun. So you can do all of that-- all that fun learning
the patrols and carefully navigating-- or you can go in the vent next
to the entrance of the room which leads directly into
the room with the hostages. Now, this first one kind
of works. It's a reward for exploration. You have to find
the vent hidden behind a box so if you're doing this
it means you chose to look around a little more
and get a sense of your surroundings. I'm not a big fan
of how the vent is a definitive solution
to the problem, though. In "Deus Ex," vents were,
like, vents. You could use them
to your advantage but they never took you directly
from the start of the room to the place you needed
to go to win. In the subway,
for example, to free the hostages
using stealth, you had to find a vent and then meticulously
crawl through an entire ventilation system
and come out of the right one so you wouldn't
get seen instantly. The vents were part
of the challenge, not the solution. In this game,
more often than not, vents take you directly past
the problem. You could deal with the guys
in the next area using stealth or combat, or you can go in the vent next
to where you came in that takes you past them! You could--oh,
fucking hell, guys! You see the vent here before
you even see the thing the vent takes you past! You could deal with this turret
and landmine on the wall and camera which'll set off
the alarms, or go over here and hack
the camera-- you know, the intended challenge
of the room. The point of this room is to show you the value
of hacking. Or you could get in the vent
that leads directly behind all of it and just walk past. If being able
to kill everyone easily hurt the game's design,
being able to just get in a vent and go past all
of it fucking executes it behind the woodshed. Look, maybe I'm smarter than the average gang
of anti-augmentation terrorists, but whoever set
this shit up must have seen the vent, right?
Wait a second! Why didn't the hostages just go
in the vent? Just leave through the vent!
What the fuck are you doing? This is how-- and I'm going to make a conservative estimate-- 85,000%
of the game's levels work. There's this one level
in Hengsha where the bad guys have locked down
an apartment complex and you have to get inside
to get to the hacker's computer I mentioned before. Now, the front entrance is blocked off
so you either have to get into
a big fight right away or maybe you can go all
the way around the side and up a ladder
and then you can sneakily take out a few guys
and use stealth from there. Wow, multiple paths.
This level's pretty good. The developers are trying
to reward you for thinking logically about
the 3D spa-- or there's a vent right here. This vent takes you inside
the complex and into a well-guarded area with some interesting points
of cover. This area could be a really cool
stealth experie-- oh, my God, I can't believe
you found another vent! You're such a good boy! This vent takes you
to the upper ground level you could have had
a fun time sneaking to where you can easily just walk
to the elevator to the top floor
without being seen. On the top floor you--
holy shit! I haven't even left
the elevator! Fucking come on, guys! This vent takes you past all
the guards to directly next to the computer you need
to access. This is the absolute bottom
of the downward spiral that starts when you try to make a game
like "Deus Ex" simpler. You make this
how exploration works. And if you go in
the other side-- the alternative
way in I mentioned-- you know where it leads? To a vent. The vent takes you up
the same elevator shaft to a vent that comes out next
to the other vent. This is anti-level design. You're literally skipping most of the levels
that were designed. I've basically just ruined
the game for you. Once you realize that's how
they're using vents, you can't stop seeing it. If you fail
the dialogue challenge to get an audience with Tong, you have to come back
and try again to find out what he knows,
but don't worry, pal, because-- and I bet this'll be
a surprise to you-- there's a vent next
to his office and it triggers a cutscene where you learn
the same information anyway. This is
the quest design equivalent of putting
a rocket launcher next to all the hard enemies. You could talk Taggart into
telling you where Sandoval is or--you'll never guess.
You'll never fucking guess. You'll never fucking guess! The vent drops you directly into his office next to the computer
with the information on it. No thinking required. The main challenge in this level
is staying awake. [PRITCHARD] About time.
What happened? You get stuck in an air duct
on the way over? [HBOMB] Ha, ha, yeah,
good one. Fuck off, Pritchard. If you think this
is a good example of "Deus Ex" level design, you need to stop settling
for less in life before it's too late.
You matter, and you deserve better
than this. Every vent
in "Human Revolution--" including ones
in maximum security buildings that lead right
to their important shit-- is yours to open
for free because locks don't exist anymore
and locking a vent using a keypad would look
really silly. Some of the level designers
even realized they'd made the vents too easy a solution
and started trying to hide them which doesn't work
because, you know, they glow, so they started trying
to block them using heavy objects so you
at least need an augmentation to get to them. Look how hard they had to work to get around the fact they
couldn't just lock the vents. Why was the game built
like this? I don't know. Maybe the designers
had fond memories of solving problems using vents
in other immersive sims and concluded that vents
equal good game design, but the point was to make
a world feel interconnected like a real place would be
and make players who took the time to look around
feel rewarded for their ingenuity
or attention to detail. Vents weren't the only kind
of secret in "Deus Ex." There were secrets hidden
all over the place. Buttons hidden behind
innocuous objects that unlock treasure troves
of stuff, or maybe the pinball machine
you've seen over half a dozen of already activates
a secret door if you play with this one. These two are both in
the same level, even. After this happens you'll be
checking every pinball machine in the rest
of the world just in case. There is nothing remotely
like this in "Human Revolution," except for one specific thing. This stuffed animal activates
the secret door into the hacker's man cave, but it's not used
to discover a secret. The cave
is already visible because the bad guys blew a wall down. This makes for some really cool environmental storytelling,
though. The mercs couldn't find the way
of opening the secret entrance so they had
to redecorate. It's funny,
but serious question: why aren't there any
actual secrets like this in the game? There isn't anything
even remotely as cool as the pinball machine.
Instead, potential explorers get to say, "I wonder what's in this room?
Oh, it's a vent." Every few minutes.
This is the vent room. Everyone has one
of these in the future. It's horribly inefficient
but the powerful vent lobby won't let us change the laws. The hacker's apartment
is really good at demonstrating the blandness
of the new, simpler level design because
it's another accidental knock-off of a level
from "Deus Ex One," this time Maggie Chow's
apartment in Hong Kong. As soon as you look at it,
the difference is clear. You're not forced to hack
a computer, for one, but you also have more choices for how to deal
with the situation. Taking the elevator
or sneaking into the shaft aren't
the only entrances. You can get in from
the roof entrance or, you know, blow open the skylight
and get in that way. You can also get in
by platforming from neighboring buildings
that are easier to get into and aren't guarded by mechs,
and once you're done, you can leave by literally
jumping off the roof or out the window
and using your cyber legs to land without dying. This feels like an apartment in a real skyline full
of other buildings. This feels like a corridor
with a nice background outside some
unbreakable windows. But, hey, lookie here!
There's a balcony out there! Oh, and what's this?
A skylight, just like Maggie Chow's
apartment, but you can't do anything
with them. This level has none of what made
the original level truly open-ended and free. The skylight and balcony
are just for show. You come in and out
of this whole area through one of two entryways which
are next to each other. Sophie's Choice:
a vent or an elevator. No, wait, there's actually
a super secret way in. If you stack boxes
and have the high jump power, you can get into
this higher level of the shaft above the vent. It leads to another vent. It comes out right next
to the other vents in the elevator. [echoing]
Level design! The design is so ridiculously
oversimplified that it actually messes with
the story and quests the game is trying
to use the levels for. In the Hengsha level,
for example, to progress to the next mission, you have to get into
the employee entrance of Tai Yong Medical,
but the entrance is--guess what? The only building
in the universe that isn't locked using
the same fucking keypad, so you can't hack it. The developers realized players
could just leave the hub and go to the next level
if they knew where to go so they had to reinvent
the concept of the key. Once the player learns
that's where they have to go,
they're sent on a quest to find a Tai Yong Medical
key card to get in here. However, because the world map
is so empty, and there aren't
that many places to explore, most players found it already
by accident several hours ago. [ADAM] Well, what do you know,
Windmill? I've already got
an employee card. [HBOMB] You begin
the Hengsha level right outside this hotel, and since most players explore the thing put right in front
of them, they go inside.
When inside, you find one of the game's
four side quests, so it's good they made it easy
to find. The key card it'll turn out
you need in a few hours is just sitting on
a table nearby. Less than a minute's walk
from the start of the level, you have already accidentally
skipped part of it. There's even a special dialogue
between Jensen and Malik for picking it up before you know you'll need it
for anything. [ADAM] Tell me something, Malik. You think a smart card with
a Tai Yong Medical logo on it will come in handy in this town? [FARIDAH] Maybe. Why you asking? [ADAM] No reason. Just thinkin' ahead.
[radio clicks] [HBOMB] Hey, looks like
I've accidentally beaten a later quest by walking into
the building next to where you dropped me off,
Malik. Whoops! Who takes their company
key card out of their wallet and puts it on the fucking coffee table
like that? What the fuck is this? Now, I love the idea
of being sent on a quest to find a key card which you could have found
way earlier. That's great,
but levels this simplistic mean you aren't actually
finding it early if you're big on exploring. You're finding it immediately
within minutes of starting if you take a passing interest
in your surroundings. Now, let's add one extra layer
of silliness to this because before you find out you need
that key card, your mission requires you to get
to Tong in the Hive. To get into the Hive, you need to talk your way in
or bribe the guy at the door or somehow gain access
to someone's membership card. The membership card
is one floor down in the same building
with the other key card. [FARIDAH] Why are you asking? [ADAM] No reason. Just thinkin' ahead.
[radio hisses] [bag opening] [HBOMB] A shockingly huge amount of players are going
to find these items long before they even
know what they do. That's not clever
sequence breaking. That's a very
poorly-designed sequence. Oh, but if you don't find
the membership card and don't have the money
to get in, no problem! There's a fucking vent around
the back leading right insi-- the more enclosed levels mean a lot
of the game's augmentations and abilities aren't as fun
as they easily could have been. In "Deus Ex," having the ability
to fall a large distance without dying changed
the shape of the world for you. Rooftops were now exits
that prevented having to deal with enemies you'd
have run into taking the normal way down. "Human Revolution's"
slow fall power would work the same way except for the fact
that levels aren't designed as interesting 3D spaces, so only a select few places
offer this type of situation. So instead to make
the augmentation more useful than the design
can properly accommodate, long falls are added
specifically for players to have something
to do with that power, like this elevator shaft
in Detroit. The game is going, "Look, "one specific place for you
to use your powers. You're so creative!" Instead of making
a world where creative players naturally benefited
from this ability. There is an example
of the kind of free form use of a building's height as an entrance in the game,
though. Unfortunately,
it's in a cutscene. Belltower break into
the Alice Garden Pods through the ceiling
once you bring the key card to the hacker. NPCs get to have more fun
with your powers than you do. You can only enter and leave
this entire pod hotel through the front door. There is no alternative way in. This is because they want you
to be unable to leave when these guys drop in
and block off the exit forcing you to leave through--
you guessed it-- a series of linear corridors
with vents skipping any of the difficult parts leading
to a new back exit which only now opened up. The experience you do have
is pretty fun for what it is. Sure, but this simply isn't how
"Deus Ex" levels should work. [ADAM grunting] [booming] [distant voices] [MAN] Keep looking!
Someone must be there. [tense music] [HBOMB echoing]
Emergent game play! My problem with this design
is it doesn't let players be clever by themselves. It's contingent on
a game designer giving you something clever to do with it. If they forget to come up
with some which they often do, you're shit out of luck,
buddy boy. Without tall buildings
with rooftop entrances and exits apart
from literally one in the warehouses--I didn't forget.
Don't be a pedant. The Icarus landing system
is reduced from a fantastic addition
to the player's arsenal to a slightly faster alternative
to taking the ladder down certain drops
and only slightly faster because the falling animation
is slow and annoying. The other big augmentation
that gets wasted here is the ability to punch through
certain walls. This power's
a really interesting idea, opening up new paths by cutting
through destructible parts of the level,
but it only gets to be fun in practice if
the developers come up with interesting ways
of using it. It feels like they made a lot
of the levels and then went, "Oh, shit," and tried to add
a bunch of punchable walls at the last second so players
who got it feel like they can do something with it.
Wait! What's this window showing
if the room is that small? What is going on here? I could be wrong but I have
a sneaking suspicion this wall was added
a bit late. You wanna know a cool thing
about doors in "Deus Ex?" Wow, "Deus Ex" is such
a cool game, I'm about to enjoy telling you
how doors work. Doors weren't just a thing
you could access by finding keys or learning the code
to a key pad or by hacking the computer
it was hooked up to or by learning
the password some other way, or by picking them,
they were also physical, actual doors which means you
could just destroy them. [buzzing] [beeping and buzzing] [rumbling] The rocket launcher
is nature's lock pick. That's so many options
and being able to just break the door
is believable and adds to the feeling
of this being a real place. You can destroy doors
in "Human Revolution" if you have a grenade
or a lot of bullets though the scarcity
of resources makes this a bit of a waste. The mechanic
is implemented horribly. Locked doors don't show you
how much health they have or even indicate they
can be damaged until they suddenly shatter into dust. [gunshots] [pitched down]
Emergent game play! You can see a door's health once
it's unlocked, as in once you can just open it and its health
is totally irrelevant. You can also break open vents
which--let me remind you-- are literally never locked
making it pointless to ever do so. I bet most people
didn't even notice you could do this because
who cares? It never serves any purpose. Something I thought
was really funny was apartments in China
have these sliding doors and you can break
them open easily. They're flimsy, you know? But when they're open,
they become invincible. [ADAM grunts] [booming] This doesn't massively affect
the game play but it goes a long way
in showing how little thought went into what used to be
a really good mechanic. Tons of things which
were breakable in the original can't be now. Safes are indestructible
so you have to know the code or hack. And the many storage units
in the game are immune to damage as well. This reduces
the player's available options in addition
to making it impossible to even know if anything
is destructible because most
of the time it isn't. The first time I tried
to blow down a locked door, the grenade straight up
didn't work for some reason, and since I had no way
of knowing that was an unrelated glitch, I assumed locked doors couldn't
be destroyed for ages until I tried again
just to double check while I was writing the script
for this video. You know what would
have been useful? Showing the player the health
of locked objects or even saying
when something's indestructible. There's a little game you could
have taken inspiration from that did this.
It's called "Deus Ex." They just forgot to make half the stuff in the game respond
to damage. Lockers--something players
might want to be able to open
a bunch of all at once by throwing a grenade into
a room to at least save the trouble of manually opening
and peeking around the horrible door
of every single one are also indestructible. One of the most fun things
in "Deus Ex" was running low on picks
and seeing how many lockers you could open with your spare
GEP rockets in Vandenberg without evaporating
the office cat. There's something
immensely funny and satisfying about tossing
a grenade into a room and turning it into
a festival of loot. This isn't a nitpick. This is a fundamental component
of "Deus Ex's" player freedom and immersion
that just doesn't work. You know,
even when "Invisible War" was being "Invisible War," you could still reliably blow
things open with explosives. It wasn't a crapshoot whether
the developers had bothered to make something break open
like it should. "Deus Ex's" worst moments
were when you had no clever alternatives
to the more obvious choices, like when a grate you could pick couldn't be destroyed
by other means, but this is just how
"Human Revolution" works. You need
the lift heavy objects ability to move the vending machine
to get into this vent. You could say it's
a venting machine. [booming]
But, hey, maybe you could use
some creativity and destroy the machine
with a grenade. [booming] Vending machines
are literally indestructible. Didn't you know? The best you can hope for is the physics blowing it clear
of the vent, but for that to happen
the physics would have to work. Goodbye!
[comical springing noise] [ALL] Meanwhile! [beeping] [booming] [HBOMB] "Deus Ex" made
almost everything breakable. Plants, boxes, bodies-- [clanging] [JOHN] Well, okay. [HBOMB] Trash sometimes
spawns rats in it when you destroy it because it's New York City,
baby! Smash all the vases and beakers
on the floor you want. Take this, globalists! [clattering] The game certainly
is much nicer-looking than the earlier games. Humans don't look like age
of mythology Prometheans with faces painted on them,
for one, but just generally everything
is so much more beautiful. I mean, look at these ceilings. At least a year
of the game's development probably went into these.
Holy cow, bro! I love this!
Top ten ceilings in history, right behind the Sistine Chapel and another
clever-sounding thing. But when it comes
to interaction-- you know,
the game part of this game-- almost every prop or object
is invincible set dressing. These beakers,
bulletproof. This Chinese food,
immortal. This glass table, absorbing nearby humans
to gain their power. The world feels so static
and it makes you feel even less like you're really interacting
with it. Lapikas claims this
is a selling point, too. Look at this.
What? [HBOMB] Are you telling me
your game is better because you can't
throw plants at people? This is cyber bullying! I've seen people say this game
has amazing emergent game play. Like, "Oh, wow,
you can break open "destructible walls
if you don't have the wall punching ability."
Yeah, that's nice. Although, if you don't have
that ability, destructible walls
don't noticeably glow so it's hard to find many
of them without already having the ability at which point
you're not going to waste grenades or ammunition on a wall you
can just punch down. Actually, the punchable wall
augmentation opens up a bunch of extra questions. You can smash down
concrete walls if they're slightly cracked
but you can't use this ability to punch open locked doors? You can't just break whatever
locking mechanism is keeping this flimsy door shut
with your mega fists? "Chaos Theory" had
a lock picking mini game that got a bit dull
the way hacking mini games did here and that was on top
of the hacking mini game they also had,
but the designers also gave you the ability to loudly break
the lock and open it instantly. [door creaking] People who heard the noise
or saw the broken lock would know someone was here but if you don't wanna pick
that lock, you don't have to. Picking it became a choice, one which felt more professional
and stealthy. Wouldn't it be cool
if that augmentation also let you smash
the locks off doors and make a ton of noise
or risk setting off a security system or something? It would be really cool
to have an ability like that at your disposal and I'm shocked
the people who made a game that literally did this
didn't think of it. It would automatically give you
a lot more to do with this power
and save on having to think of more places
to put punchable walls, which they were really running
low on towards the end. Something else really bugs me
about these levels. I spent a long time trying
to put my finger on it, but it turns out the answer
was floating right in front of my face the entire time,
so I'm not sure how I missed it. Oh, did you think I forgot about
the quest markers? How could I?
How could anyone? Quest markers are annoying when
they're off in the corner, but it turns out it could
have been worse. They could have been
unconstrained. They could have just--no!
No, leave me alone! They didn't seem to consider how
it would look if you had multiple side quests
happening at once, or if you were at a stage in a side quest
with multiple objectives, because hoo-boy,
does that door need me to know every side quest
and individual component each side quest has
is outside it! There's one side quest where
you have to neutralize an entire apartment full
of gangsters. Now, they're localized
to a single small apartment so you only need one
quest marker for that, right? [epic classical music] I have genuinely died
in this game because I couldn't see
a guy behind a pile of his buddies' quest markers. Yeah, so the game
is a little desperate to make sure players
don't miss what they're supposed to be doing to the point that it's pretty distracting,
ironically. They expect you to toggle off
the markers for quests that you aren't doing
at the exact moment, and yeah, sure,
this helps for that if you don't mind doing
one thing at a time, but the real issue is making
a game which has a method of pointing
the player directly towards their required destination
inspires really lazy design because now the levels
don't have to make sense to players as they navigate
because they've got a thing telling them where
to go. If you've played
the game you'll know that even though the markers
are really distracting, you have to leave them on
because there's no other way of finding these quests. Detroit is an unintuitive area
to explore. It's a ton
of very similar streets connecting
to other very similar streets and when it's not those streets, it's identical
apartment buildings, which, granted, is realistic
to most urban cities, but that's not how games ought
to work. New York in "Deus Ex"
had character and presence. It was designed
to be experienced by a player who didn't
have it memorized or know exactly where to go. You enter and you're like,
"Where am I?" And you look around
and you know where you are because every part
of the level looks different and things
are really well sign-posted, literally in some cases. I love the place everyone calls
the "Ton Hotel" is really the Hilton Hotel
but the sign's broken. It's memorable and makes
the hotel into an obvious landmark you can use
to navigate. If you have
to find Adam Jensen's apartment off in the corner
of the map without quest markers telling you exactly where it is,
you're screwed. If you try to stop
and get your bearings by looking around,
you'll never get anywhere. Detroit is a maze you need
a GPS to traverse. Quests are not designed
to be doable with the markers turned off. You'd have to manually check
every single back alley to find the specific one
with the guy you need to talk to
for the current quest, especially when the guy
has moved since the last time you talked to him for no reason. Conversely--I was feeling clever
when I wrote this sentence-- this also means the player
is never expected or challenged to pay attention. "Deus Ex" has an optional
secret base in the sewers the first time you get
to New York that's a clever setup for some
of the future plot. Finding it requires
looking around yourself or talking
to a character you meet in another optional area
and hearing him mention the base in the sewers
and choosing to check it out. Nothing gets plopped
on your screen, no arrow on your mini map. Just good old-fashioned
detective work. You feel like a spy on the trail
of a conspiracy, and on a deeper level, your objective
is to find a generator the terrorists have hidden. Finding it is the point. Asking around,
exploring, bothering
to check out side content and meet other characters
who might come in handy later. You can get on the rooftops
of buildings and physically see
the building the NSF are clearly trying to defend. This is the point
of this section. It's why the game feels so free
and personal despite being-- at it's heart--
pretty linear. "DXHR" feels exactly as linear
as it is. In every single moment, it is telling you exactly where
you're going next, and you're following it. When you have to do
the equivalent quest-- shutting down a signal
the bad guys are generating-- you know precisely where
it is at all times. There is no mystery.
No search. Prichard gives you
a quest marker and you walk to it. Hell, you could have just
got your pilot to drop you off right there
and save you the trouble. And when you do turn it off, she actually does turn up to take you to the next area, which is a little insulting. I'm sure there's
a plot contrivance, but in the original game
the point was that you didn't know exactly
where it was, so you didn't feel like you had
your time wasted when an aircraft came to pick you up after
you found it. Quest markers are not
an alternative to level design. There are a few brief sections
in the game where they're switched off so
the game has to be designed to make the player do
their own thinking and exploring and the game's fun factor
instantly skyrockets. There's a base where your signal
is jammed or whatever so you have to manually find the scientists
you're looking for, and it's easily the best level
in the game to navigate. Each of the buildings has a completely different shape
and feel, unique designs and visual cues, the outside area
is built so it's easy to know where you are relative
to everything-- it's really cool. Five minutes in you find
the signal jammer and turn it off and the game
is bullshit again. Now you know exactly where to go and suddenly you're
not really exploring anymore. This is the one section in
the game where turning off the quest markers actually works
really well so at least it's a good time
if you keep the markers turned off. It kinda sucks
that almost every game that heavily relies
on these markers inevitably has a tiny really cool segment
that turns them off where the level design has
to account for them being turned off and everything gets
so much better. Instead of being
an interesting take on the central mechanics, it ends up being a brief foray into better mechanics
you don't get anywhere else, and now the player knows exactly
what they're missing the rest of the time. There's an oversight in
the PC version that's kind of funny
but also prevents the markers from at least
getting better with age. The game was designed
to look good at 720p on the PlayStation 3
and Xbox 360. When Nixxes were creating
the PC port-- and God bless them. Otherwise they did
a fantastic job-- someone made the UI
not scale with resolution. This means at higher resolutions
like 1080p, 1440p, and 4K if you're an idiot
who owns a 4K screen, the UI gets increasingly harder
to see and read, but for some
God-forsaken reason, the objective markers--
and only the objective markers-- do scale. So even though everything else is so small people watching
this video on their phone won't be able to read
the in-game subtitles-- don't blame me. That's just how the game looks
at 1440p-- the quest markers are still
blasting your head off and messing with the visuals of an otherwise
still beautiful game. [gunshot]
Incidentally, if you get the chip replacement, the glitchy health bar
and ammo counter you get during the boss battle are scaled
so you can briefly see just how readable
the game could have been. You know how older
video game cities were always a lot smaller
than a real city would be because of hardware limitations
or what have you? It turns out that was
a blessing in disguise. New York,
Hong Kong, and Paris felt big
but not so big that getting around
was annoying. Because you know
what's not that fun? Trying to get around
a big city on foot. [MAN coughs] [distant vehicle rumbling] [MAN] Hey. Don't even think about... [MAN] What's up, dude?
You lost or something? [HBOMB] The new
realistically big Detroit and Hengsha levels have tons
of places that serve no actual game play purpose
whatsoever but the level has to be big
because cities are big. The game does create
a very nice sense of mood with this, though. The designers came up
with hundreds of brands and logos
to populate their future with. There's some genuine creativity
on display here, but these levels aren't used
in ways that benefit from this. You aren't milling around
the cool environment, making small talk with locals, having unique encounters
as you traverse the hustle and bustle of the city. It's window dressing
as you follow a quest marker to the places
the game play happens. JC Denton's walk speed
wasn't super fast by the first-person
shooter standards of the time but the small
and dense levels packed with stuff to do and secrets to find made
the pace feel brisk. Adam feels significantly slower
than JC, especially in
the much larger cities. You can sprint for two seconds--
that's not a joke. Two seconds--and then
it has to recharge. [panting erratically] [breathing heavily] [panting erratically] They made running shit
on purpose so you have more stuff
to put praxis points into. I mean, it's not a surprise
he's going so slow if he's carrying
so much stuff everywhere in his arms. "Pathalogic" made you walk for hours deliberately as a form of punishment
for the player. The game was trying to hurt you
and make you question what you were doing with your time. "Human Revolution" is trying
to be a fun cyberpunk action RPG so I don't think they should
be aiming for the same effect. The atmosphere and art design deserve some credit here,
though. This is some
of the most impressive really boring walking back
and forth between objectives I've done in my life
and I'm an expert on those. This is one
of the best realized worlds in the history of video games. A decade later the graphics
hold up incredibly well because good visual design
just doesn't age, but you're traversing it
to do the same hacking mini game every five feet to unlock safes
with a negligible amount of money in them
which you can't even spend because the store only had ten
of the bullets you want. This is why this game
is so difficult to analyze without going
way overboard and making
an unwatchably long video. All the pieces
of an excellent game are right here. They even made the skylight you could have got in through
in a better version of the game, but they don't stick
the landing. Instead,
the game is merely fine. The stealth is fun,
the combat is good, and the levels are okay,
but don't encourage creativity, and it's easy to get bored
because the game never asks that much of you. I joked before
about people quitting because of the hacking mini game
but more seriously, it's probably
because halfway through, there aren't even many
new levels to keep things fresh. You instead go to Detroit
and Hengsha all over again with even less to see this time. The first visits
to these locations have an okay amount of side quests-- about as many as
the original did for it's city-type locations. The second visit to Detroit
has one side quest with a second one
if you completed another side quest during
the first visit. And I mean fully completed. If you forgot to read
the three E-mails you got sent at the end
of the first half of the quest before you left
for China hours ago, you can never start the second half
once you get back. The second visit to China
is so devoid of new material the game lies and says there
are more side missions than there actually are. There's two; one from this guy and one from this lady, but the game pretends
there's a third quest. The other quest--
"A Matter of Discretion--" is given to you
by another character. It's to talk to this lady
who then gives you the second quest. [WOMAN] Are you
the man Mr. Darrow sent? [HBOMB] A guy calls you on
the telephone and gives you the quest to get the other quest
so it feels like you're doing more quests. There are some really
ambitious ideas for a cyberpunk world
in here saddled with an engine
and hardware generation that didn't match that ambition. The simplified levels remind me
a lot of the PS2 version of the original game--
[buzzing] Which was good but
a bit more stripped down and missing the expansiveness
and complexity that made the PC version
quite so special. I'd compare the level design
to "Invisible War's," but even I'm not that mean.
Actually, no. "Invisible War" put enemies
in the vents to punish you for thinking they
were an easy solution, so its level design
is objectively better. - Next chapter.
- [CHAIRMAN] Goodbye. [groans] [ALEX] I talked to the chairman. We discussed regime change
for New Cairo. [beeping] [exciting music] [HBOMB] The story
of the original "Deus Ex" was a complete mess.
In a good way, though. It's part
of what makes it amazing, but it's also why making
another one is like trying to solve
the trolley problem while trapped inside
the trolley. It was set in 2052 in a world
that's very different from ours. Or was different
in the year 2000. Many of the game's
scariest predictions turned out to be true. My favorite games
keep doing that. [MAN] Let it spill over
to the schools and churches. Let the bodies pile up
in the streets. [HBOMB] There's a dozen factions
with their own agendas all fighting for supremacy,
uneasy alliances, ancient organizations,
revolutionary groups, secret bases underneath
secret bases, corporate conspiracies,
and even greasels. [animal snarling]
[JC screams] [bones snapping] [HBOMB] Despite discussing
important ideas like the value of democracy
and the human need to feel witnessed by a god
and how the rich have manipulated the system
so workers pay more in taxes than their boss, the writing still manages
to be fun. [all screaming]
[HBOMB] "Deus Ex" knows that a world where every conspiracy
turned out to be true would be a little bit silly. [HBOMB] So instead of pretending
to be the darkest and most seriousest story ever, it's more like
an "X-Files" box set: raising some important ideas
and themes but with a sense of humor about
it. [JC] That makes me one ugly son
of a bitch. [HBOMB] The game
has multiple endings, all three of which
have different implications for the future of the world. You can let things continue
as normal but with a slightly more
benevolent dictatorship in place run by you and that guy
who loves betraying people, but I'm sure it'll all
work about fin--wait. That's not a good-sounding
"Paradise Lost" quote. Oh, shit.
Are we the baddies? Or you can shut off all advanced
information technology and plunge the world into
a new dark age where YouTubers have
to provide something of value to society, or you can fuse with
an advanced A.I. and become a kind
of all-knowing god from the machine. Hey, look.
It's the title. But now the question is, how the hell do you make
another one of these? Do you decide
on one ending being canon and hope for the best? Do you ask
for a player's save file and try to react
to their choices and retcon all the big ones
because you can't be bothered? Or do you embody the spirit
of "Deus Ex's" madness and push it even further and put jet boosters on
the trolley? [screams]
No! Enter "Deus Ex: Invisible War," the game equivalent
of trying to replace sleep with your ADHD medication. Which ending is canon?
All of them! At once! JC Denton fused
with an advance A.I. and became a god-like
hyper intelligent super being, but also all the technology
in the world shut off which kind of messed
with his plans, but also the fucking Illuminati
are still running around, but als--there's even more
greasles now! [PLAYER groans] [HBOMB] Set 20 years after the most confusing day
in the world, "Invisible War" tries
to follow up on the original with intriguing new perspectives
and ironic twists and tries to tell a new story
of its own with new characters while it's at it. Then those two things smash into each other
and create the most fascinating mess
of a story ever conceived. It's less "X-Files" box set
and more trying to figure out the plot of "X-Files" from "Fox Mulder Best Moments
Compilation #11." [FOX screams]
[HBOMB] How is this in part 11? This is at least a number four. I love this game.
Is it good? I don't know
but it's definitely the most. This game has four
radically different endings that each permanently alter
the world even more than the original's did ranging
from wiping out almost all life to uniting human consciousness
in a new way of being. So, one question. How do you make a sequel
to this? If someone asks you
to make "Deus Ex 3" as it was tentatively titled
in its early teasers, they're trying to trick you
into destroying your career. So, what do you do? You make a prequel. Oh, no! Prequels can be great, but they often have to carry
a lot of excess baggage. This is all the stuff
we didn't need to see to enjoy the original, so seeing it is by definition
kind of unnecessary. "You know his name.
You know his methods. And this February..." You learn that at some point
he started doing those things. Holy shit,
this movie's fucking terrible! And in interactive media, this can be even worse
because now your interaction is being limited
by what's supposed to happen next.
[gunshot] [MAN] You've changed the future! You've created a time paradox! [HBOMB] Okay, in context,
that's kind of meant as a joke. Uh, let's do a real example. "S.T.A.L.K.E.R.:
Shadow of Chernobyl" began with the Marked One on
the battle bus with the quest to down Strelok
at the Tilted Towers. Whether he succeeded
in his quest or if he merely got showered
with money to death was based on your actions. Then "S.T.A.L.K.E.R." got
a prequel. "Clear Sky" has many problems, one of them being it's
the successor to a game with a lot of endings
and some big twists which itself has no real twists
and can only end one way, and then "Shadow
of Chernobyl" happens. You spend ten
to 30 hours helping the Marked One catch his bus. People who played it know
what I'm talking about. Honestly, I could talk
for hours about how you-- [door closes]
No, Rachel, I won't let you stop me
this time! The people need to know!
Is that a TASER? [electric sparking] [uplifting guitar music] [electric sparking]
So, yeah, prequels are something you generally want to avoid unless you've got
a really good idea for it. [John Williams' "Star Wars
(Main Title)"] But as we've established, Eidos Montreal didn't really have much of a choice. They're kind of between a rock
and a hard place here. I mean, I guess they could do
a reboot, but rebooting the franchise
kind of isn't ideal, either. You really should never do one
of those, Eidos Montreal. Oh, no! Given that all of the options were kind of bad, it does beg the question, "Why make a "Deus Ex" game
at all apart from brand recognition? Well, it might shock you, but the answer
is brand recognition. Did you ever wonder why
the next "Prey" was called "Prey" and not--
I dunno-- "New Space Game" even though
it's nothing like "Prey?" God, these names are confusing. It's because the money men
at Bethesda or Eido--Square Enix aren't going to spend millions
of dollars and years of dev time on an ambitious,
risk-taking original idea unless it's got
a vaguely bankable name. [MAN] We already had in mind
the kind of game we were making and then Bethesda said, "Hey,
what about using this name?" [HBOMB] Hey, why don't you call
it "Prey," guys? We killed the company that
was making the original "Prey 2" even though it
was basically finished because they wouldn't
let us buy them. That's a true story!
Look it up! So now we have
this name lying around. "Prey 2017's" great.
Don't get me wrong. And the devs had a lot
of creative freedom with it, except for the name. [MAN] That game had
to be "Prey" somehow. [HBOMB] This is why at least
in the AAA gaming space original big budget games
are surprisingly rare but you can expect
endless sequels, prequels, reboots,
and remasters of popular existing properties
until you're cold in your grave. What have you done? Why does he look--
[laughing] Because when
you're talking years of work and tens of millions of state subsidized Canadian
fun bucks you need to provide
at least some proof of a return on investment, and the best way to do that
is to be called "Famous Thing, colon,
More Shit." Maybe none of this is true
and the creators really wanted to specifically make
the next "Deus Ex" game, but if that's the case,
I think it was a poor choice. You see, now you have to design
your game around dodging the complaints
of losers who care about the "Deus Ex" timeline. Losers like me.
Prepare to be destroyed. What I'm getting at is the story
is trying to be unique and original but also very self
conscious about looking like it definitely will lead
into "Deus Ex" maybe someday. This approach damages both
the game's ability to relate to the other games
and its ability to tell the original story
it clearly desperately wants to. Before you can even explore
the story that is here, you have to excavate it
from under a pile of distracting references
to the original. For example,
JC Denton's boss Joseph Manderley is referenced,
like, a dozen times throughout the plot like he's
a major player directly involved with the important stuff
you're dealing with. [HBOMB] Like,
this guy's so important, he's getting name dropped in the pre-rendered cutscenes
by bosses. What would
an ordinary player think this is setting up? [MAN] You the Home Sec guy
I was ordered to wait for? Tell Manderley I didn't get
the memo until I was halfway through the autopsy. [HBOMB] Maybe the story that
you're playing, right? [ADAM] Someone in
the government-- a man named Manderley-- ordered that especially
appointed medical examiner perform the autopsy. [HBOMB] So you think,
"I get it. "This guy's a big deal. Maybe we meet
or even fight him later?" No, they eventually
just stop mentioning him. If you were trying
to figure out what was up with Manderley or find him,
you were wasting your time. This isn't part of the story. This was the game's attempt to tie itself into
the series more, but they've gone about it in
a way that makes the actual story you're trying
to follow really annoying because it's full
of stuff you think you're supposed
to pay attention to that turns out to be fan service
and doesn't go anywhere. I'm sure they were trying
to be subtle about it so their own story had room
to breathe. In fact,
here's Mary DeMarle saying that. [MARY] Well,
the good thing about doing the prequel is that
if you haven't played the game before,
you don't have to worry about it. You don't have
to suddenly become, like, "Oh, what's going on?"
Um-- [HBOMB] I think she had
the right idea here. This was a story that first
and foremost needed to work on its own merits, but there is frankly too much
"Deus Ex One" stuff in here for that to happen. The first thing you see in the game in the opening
is this guy, Bob Page, the antagonist of "Deus Ex One," and also the first guy you see
in the opening of that game, too. You need to know Bob Page is behind this for some reason, even though he never appears
in the actual game. He turns up after the credits. [WOMAN] I'm looking forward
to seeing the hybrid project up close,
Mr. Page. [BOB] But, please. Call me Bob. [HBOMB] This shot in
the post credits scene is reused from the opening, too. I don't know whether
to be annoyed how lazy this was
or glad they didn't waste too much effort on something
so unnecessary. People who are playing
this first-- and for a lot of people this was
their introduction to the series--will spend
the entire game wondering who the hell that guy
the intro focused on was, and they will never get
an answer. I love when my first experience
of a series is a bunch of shit I can't
possibly understand. There's a bit during the walk
and talk a few minutes later where a guy drops a reference
to Page Industries and this one's kinda cute. Players who knew
what Page Industries was would get it and players
who didn't could write it off as world-building
and office banter. This subtlety would
have worked really well but you've already blown past
subtle references to Bob Page when you began
the game with a minute and a half intro starring
Bob Page, even though he's not even in
the game! I'm a little Paged out, buddy! The opening, ending,
and quite a lot in between is an extended reminder
of a different story you could be playing instead. People who know
who Lucius DeBeers is aren't gonna clap their hands
like a circus seal when they see his name turn up, and people who don't
are gonna wonder why they keep reading E-mails
about people they don't know who don't turn up in the story. All these problems come
to a head in--where else-- the pre-order DLC. If you got
the "Explosive Mission Pack--" [rapid booming]
At one point you literally take a break from
the story you're playing to help rescue a main character
you've never met before to help them get onto a boat
to the place they need to be 20 years later. The most relevant interaction
Adam Jensen has with the plot of "Deus Ex One"
is to help a guy catch his bus. During the escape sequence
with the bomb, you see him get on his boat,
the Tracer. Wow, how long did that take you? But rescuing Tong
was pre-order content a majority of players didn't get
to do, and since this cutscene
is pre-rendered and happens the same way
no matter what, there isn't
an alternative version for if you didn't get
the rescue Tong mission. So most players' experience
of this element of the story is some guy they've
never seen before turns up for five seconds, waves at Adam
like you're supposed to know who he is, and people who haven't played the original are left asking-- [ADAM] Wait, who are you? [TONG] Guess you should
have pre-ordered from GameStop! [laughing] [HBOMB] I feel bad making
this criticism because for the reasons we've explored, it's not like they had much
of a choice in making their project have to also work
as a prequel. So criticizing how
they handled it is just kicking someone
while they're down, which in Quebec I think they
would call a, uh, folks pass. But "Deus Ex" is one
of the best stories in the history of gaming, and "Human Revolution"
isn't doing its own story any favors by reminding fans of
the much better story they actually liked. So when the story isn't trying to shoehorn in confusing
and unnecessary references to the first game, what is the story of this one actually about? [beeping] [quirky music] Sorry, there's a typo there. [keyboard clacks] Now, since it's a video game, we're grading on a really weirdly-shaped
curve here. They won an award
for the writing at the Canadian
Video Game Awards that year, beating out other games like
"Assassin's Creed: Revelations" and "Warhammer 40,000:
Space Marine." Wow, what stiff competition. This game's story is not great
but also much, much better than most other
video games by such a wide margin it feels
wrong criticizing it too hard. The performances are fantastic.
Well, mostly. [DAVID] Helipad! [HBOMB] Someone's
not coming back for the sequel. And there's some solid comedy
in there, too. There's a fantastic part
where you're supposed to tell a code phrase
to a guy and you can just get
it wrong on purpose. [ADAM] Something, something,
death and taxes, Confucius.
[MAN] What? Wait, that--
that's not it at all. [ADAM] Does it matter? [MAN] You were supposed
to say, "Death and life have their
determined appointments." Then I say, "Riches and honors depend
upon Heaven." [ADAM] Okay. Death and life have
their determined appointments. [MAN] Riches and ho--
oh, never mind! [HBOMB] You don't even fail
the mission for doing this. It's just cool. And there's some neat setup and payoff like, "Oh,
see this guy showing his arm off to the camera
to make sure you see it?" That arm is gonna turn out
to be important three quarters of the game from now. There's nothing wrong
with the writing in, say, the cutscenes, even if they take away
some player control. The issue is that all
of this writing is happening around
a badly-written central plot. "Deus Ex: Human Revolution"
is centrally about the issue of augmentation
and whether it's good or not. [MARY] "Deus Ex:
Human Revolution" centers, uh, around the use
of mechanical augmentations and how this technology
has spread through the world and how it is affecting
the world. [HBOMB] It's not that the world
is full of stuff but the main focus
is augmentation. It's that the world is full of people discussing
augmentation and nothing else unless they're referencing
"Deus Ex One." Almost everyone in the universe
of "Human Revolution" has an opinion about whether
having robot arms is good or the death nail
of the human soul. [WOMAN] W--What's all the fuss about this
augmentation technology? [MAN] What are you lookin' at,
pal? Scanning me with those
metal eyes of yours? [MAN] No offense but, uh,
if it were up to me, this place would have
a no aug policy. [WOMAN] Hope you enjoy those
fancy hands of yours, 'cause in less than a year,
they'll be worthless. [HBOMB] The wrote
mechanical insistence on covering one
and only one topic makes the world strangely uncanny. [WOMAN] Have you seen
the neuro enhancements they're coming up with
these days? How far are they gonna go? [video game beeping] [HBOMB] In his
apartment building, Adam Jensen overhears a fight
in another room. A man has caught
his wife cheating. It's tense and upsetting
and for a brief moment it feels like you're in a world
with a bunch of different stories happening
in it. Then it turns out she cheated
because they're both augmented. [WOMAN] I guess I wanted
to be reminded of what it was like
to be with someone normal! [MAN] You were the one
who wanted us to get enhanced! Now you're saying
we're not normal anymore! Well, I'll try not to touch you
too much often with my cold, dead, metal hand, okay? [HBOMB] I'm sad about
my metal hand. Ah!
That's the story in a nutshell. Granted, it's not quite
as iconic as, "I never asked for this." Purity First motivations are that they don't
like augmentations because they pollute
the human body. They hate them
for this vague reason so much they're willing
to break into buildings, take hostages,
kill them with gas, and so on. They dress evocative
of Christian monks with the prayer rope
and everything and wear a band over their arms
with their group's logo on it. Wow, I wonder what this is meant
to remind people of? [HBOMB] "He called me a bigot,
so I murdered him." You see, when you zoom in
really closely on one aspect of your setting, you obscure the big picture in ways that make
it less interesting than if it was part
of the whole. Take Detroit, the city
the American portions of the game are set in. Detroit, historically, is a city
that was once prosperous, then went through
a major decline as a result of the auto industry
shipping most of the work to places
that didn't have strong unions so they could pay them less. People in poorer countries-- and eventually robots
in poorer countries-- make the cars they used
to make in Detroit. There was also redlining, which effectively denied
black Detroiters the opportunities afforded
by stable home ownership or being able
to open new businesses of their own which helps
to ensure the economy had even less chance of recovering. And the thing is, the economic effects
of historic racism don't go away overnight. When we invent cures for cancer
or improved human body parts that don't get sick
or let us run faster or jump higher or think harder, people from economically
disadvantaged groups will have the least access. The rich will be
building themselves better and the poor will not. Meanwhile, if augmentation
becomes necessary for certain jobs like, say, truck drivers can get
their brains augmented so they can drive all night without traditional need
for sleep, that might become
the expected norm for the job. People might only hire drivers
who don't need breaks to sleep. Wage slavery would take on
even more physical connotations. You could make
a game about that idea. And this stuff is discussed at least briefly during
the game. Several homeless NPCs talk about
how they lost their jobs for refusing to be augmented, and several other NPCs
have serious job anxiety or remark on how rich Adam
must be to be so augmented. [WOMAN] Listen, just because you have money doesn't make
you better than me. [HBOMB] The Hengsha level has
a whole side quest covering sex workers being
forcibly augmented not just to serve clients
but because it means they won't be able
to quit without losing access to the anti-rejection drugs
you have to take for life once you get
an augmentation. "Human Revolution" strays
dangerously close to making actual real
social commentary here. In the last level,
lots of the construction workers have tools where
their arms would be. I'm gonna go ahead
and call this body horror. This is what the future might do
to working people, but did you see how deep I had to dig to pull out
that point just now? This game is supposed
to be about human augmentation and its effect on the world, but I had to talk about specific
random NPCs and the one side quest
that really went into it and stare at random enemies
in the last level to find some kind
of relevant observation. If anything about
this game's story is lacking, it's how it's swimming
in an ocean of meaningful questions
and points but the actual plot blows past
it all to be about terrorists who hate augs and aug lovers, and the bad men who kidnapped
your girlfriend. Let's take another look at some
of Purity First's literature they leave strewn around
the office they broke into. This stuff about
physical limitations being human and not changing the body
is just bullshit. These fuckers
are against pacemakers. They don't have a valuable point
to make here, and that's okay. Purity First
are deliberately written and presented in the game
as misguided radicals which isn't necessarily
a bad choice, but it does mean this group doesn't have anything
interesting to say. The NSF are a great faction
in the first game because their perspective
is genuinely interesting, at least partially valid, and everything their leaders say
is just fucking true. There's a reason every line
this guy speaks is iconic. You switch sides and work with
these guys partway through and it works here because they
were never presented as the dumbest boys in
the world. But, yeah, sure,
hearing aids are immoral. Nice one, buddy.
Say hi to Ted in prison for me. But here's the real shitter,
right? In between these two statements
is a really interesting one. This one actually reaches
for an important point. It comes close to saying what
a lot of people say right now about modern technology
like electric cars or self-driving cars
or space rockets, namely that even if they work, they're not the thing
humanity needs right now, and wasting resources on them
at a time like this while so many real problems
go unsolved is a tragedy history won't
look back on kindly, if there even are
any historians left in 50 years. Purity First could easily
have been written as a principled faction and represented
a tangible perspective but instead any
of their justifiable motivations are relegated to the back page
of a PDF, and they're shooting people
for calling them racist. You could have--for example-- made them a group
with a cohesive ideology. Like, what if they
were anti-augmentation specifically because they saw
the impact it would have on working people
who couldn't afford them, or who would be expected
to get them to keep their jobs? What if they weren't even
anti-augmentation per se and this break-in was a cover
to steal for people who need access to augmentations
but can't afford them? Zeke Sanders is established
as a veteran. He belongs to a group that maybe
could do with access to replacement limbs. There were so many
compelling ways of writing this group
but instead they went with the Nazi sash-wearing
purity terrorist gang. [HBOMB] I don't
like augmentations because I'm the bad guy!
Ah! Even though there's plenty
of room to discuss augmentation in a nuanced way, it's instead often used
as a stand-in for other real world issues. There's newspaper articles about
how an augmented black woman has had to deal with bigotry
not just for her race but now also
for being augmented. First racism
and now robot arms. People are coming up
with special new slurs for augmented people.
Mechs, clanks, cogs, chrome boy. - Chrome boy?
- [MAN] Chrome boy. [HBOMB] Chrome boy.
Hanzers? They put more creativity
into clever new terms for cyber racism than they did
into actually talking about the issues that would really
come into play if human augmentation
becomes available. It feels a bit like they're
adding augmentation on top of these other things
like racism, abortion, drug abuse,
or prostitution in order
to bring additional depth to their central theme. It's a little gross at times. You don't need
an abortion poster to make trans humanism look like
a topical idea. I just think this
is unnecessary and crass. The Hengsha side quest
deserves special attention here. The idea of forcing sex workers
to need an anti-rejection drug is a little too close
to one-to-one substitution for a real problem: sex workers being addicted
often forcefully to drugs as a means of control. Like, making it so
the drug they need is because of an augmentation
is just crowbarring your silly sci-fi concept into an already existing
real problem. The game isn't using
this sequence as a way of saying anything about
the sex industry beyond that it's bad
that trafficking happens which, okay,
glad we're on the same page. And it's not saying anything
about augmentation except that I guess it might add
to an already existing form of exploitation. It's here so you can punch
three guys and save a lady and she can go,
"Wow, you saved me," and then she evaporates. We fade to black
and she ceases to exist. Did we just solve
sex trafficking? And we have to talk a little
about how prostitution is used in the game. Sex workers are a large presence
in both main hubs and it feels like this
was done to make a point about how bad things
are getting. Like, the writers wanted
to write a dystopian future and their minds instantly
went to, "There's a lot of prostitutes
everywhere." I'm curious if the writers spoke
to any sex workers and asked them how
they felt about being used as a signifier
for societal collapse. This problem is bigger than
"Human Revolution," obviously. Prostitutes--
and more specifically Asian robo prostitutes--
have been a fixture of cyberpunk fiction
since its inception. These stories have always leaned
on combining the mystery of future technology
with the exoticism of foreign cultures. We certainly shouldn't
interrogate the Orientalism inherent
in that trope. [ADAM] Hey Malik, drop me off
at the cyber brothel, please. I need to look for key cards. The game is ham-fisted in how
it talks about augmentations because when it comes down
to it, the central question it decided
to focus on-- whether we should legislate
human augmentation or not-- just isn't as complicated
as it might have seemed when they came up with it. Putting aside the questions about what it means to be human, the more tangible questions
on the topic are a bit simpler. For example, if companies started developing prosthetic arms that can shoot
explosives and kill everyone in an immediate radius, should there be regulations
on who can have those? [ADAM grunts] [HBOMB] Uh, yeah! They should probably ban
the war crime blaster before the NRA decide
it's every toddler's God-given right
to bear robot arms. In this footage I was trying
to turn invisible and accidentally hit
the button right next to it and fat fingered my way into
12 consecutive life sentences. [booming] Pause the video and leave
a comment if you think the government
shouldn't regulate this. In order to make the question
seem more complicated, the game draws zero distinction
between this and the types of theoretical augmentation
we can all agree are great. Advanced prosthetics
that recreate actual sensory information the way
a hand would enabling people who have lost limbs
to completely replace them. Fully-functioning
eye replacements. Things like that
would be magical for a lot of people. The anti-augmentation groups are written to hate those, too. [ISAIAS] Too much power can make
you do terrible things, Mr. Jensen. [HBOMB] Zeke Sanders ripped out his prosthetic eye because he hates augmentations
that much. They're against
all augmentations for pseudo-philosophical reasons
to do with changing to core of humanity. We can save people
from illnesses, amputation, disfigurement,
disability, but at what cost?
Ooh! [ADAM] Augmentations help
a lot of people, doc. Handicapped, war vets. [ISAIAS] Yes, but at what cost? [HBOMB] I bet you thought I
was joking, didn't you? No, they actually say that. Now, statistically, almost half
the people watching this are wearing glasses
or contact lenses like me. Many of you are watching this
on the phone they also use whenever they need to check
for information on almost any topic. We've already been supplementing
our bodies and minds with technology for so long we've almost forgotten
we're doing it. By surpassing our human limits,
we're destroying our humanity, defeating the purpose of life.
Oh, my God! You're totally right! We need to rid the world
of people who supplement their bodies
with--are those glasses? [gunfire] So, your options
in "Human Revolution" are between these jokers
who are anti-medicine because, ooh,
what if life-saving surgery takes away some of your soul? Several of which turn out
to be the fucking Illuminati, and we can't let the government
shut us down, Adam! Break into a police station
for me! Also don't forget we installed the secret explosion
nightmare cannon in your body! Check this shit out!
Yee-haw! The pro-regulation groups have
to be written to be extremely stupid
and working for the bad guys because otherwise
there's no contest. The issue
is made all-or-nothing. Corporations manufacturing
conceals carry buster swords versus big government trying
to ban--what, the concept of prosthesis? Because that's the only way
to turn the central focus of the game into something
resembling a debate. "Human Revolution" feels like
its heart is in the right place but it's afraid to say too much
so instead you get this really weak stuff like,
"Uh, hey, maybe the military
industrial complex is bad. [muffled booming] [ADAM] You're right. The teacher would just love having one of those things. [HBOMB] Yeah,
if you think about it, making weapons isn't as good for the world
as making medicine. Wow! Later when riots start happening
in Detroit-- the riots are about augmentation
of course-- the police have a police version of the robot you
were fighting before. That's kinda cool. There's a point being made here
by the reuse of an enemy from other parts
of the game. You're literally seeing an enemy
but on the side of the cops. I mean, they got this idea
from the original "Deus Ex" when you started seeing
rebranded versions of mechs you'd seen before,
but still. The game is saying, "Hey, maybe
it's bad the police have tanks." They're arresting tons of people
in the street, too, but this is set dressing
for the fact a riot is happening because
people don't like augmentation. The commentary isn't, "Boy, "the police really are making "a bad situation worse by taking
to the streets with automatic shotguns
and fucking Tachikomas." The commentary is, "Wow,
things are really heating up "about this augmentation thing,
huh? "The cops really have
their hands full with all these crazy rioters!" The game respects the cops so much you get hired
to help them out during the same level where they're
arresting everyone using a rocket mech.
You can see what I mean, right? This is okay as far as writing
for a video game goes, but terrible as far as writing
a story goes. It really doesn't help that
it feels like a few key steps of the story got cut out due
to time limitations. In the second to last level, it's established that all
the major characters from the plot can't be contacted because they're currently
en route to a sea base in the middle
of the Arctic Ocean. This travel time is important. Jensen then encounters
Zhao Yun Ru-- the lady who tricked
him earlier-- who introduces the boss fight with the bio chip reveal, then it turns out Jensen needs to get to the Arctic Ocean base everyone else went to to stop the conspiracy happening
there now at which point it conveniently
turns out there's a special person person-sized
rocket here which could launch him
to the other side of the world faster than anyone's
ever traveled anywhere on Earth before.
So he goes there, and Zhao Yun Ru's there already! She got here before you
and she's the final boss! Uh, hang on a second!
How did you get here? Was there a second rocket
stashed away somewhere? Can you give me the cliff notes
on what is happening here? No wonder the last level
takes place in a giant hole. Presumably in an earlier draft
there was a level or two between these creating
a time gap where it was plausible for Zhao Yun Ru
to get to the middle or the Arctic Ocean. When you land in the ocean
in the cutscene, you just spawn on
a landing pad next to all these helicopters where
I assume you were going to get dropped off
for a sensible reason in an earlier draft
of the story. Or maybe they just didn't care
to explain this. I mean, Jensen doesn't even look
for her before he leaves. She fucks up
Jensen's augmentations, walks off screen,
and he forgets she exists. Men never fail to forget where
women are in physical space. Instead of building
to some larger question, it builds towards a comical, over-the-top video game
zombie movie climax. The big reveal of the plot
is that the Illuminati are figuring out a way
to control people using their augmentations. Then one of them goes rogue
and presses a button that makes everyone with
an augmentation go insane. He does this to make a point
about augmentations being bad. Adam Jensen who didn't get
the replacement chip or did but got an injection
of nano machines so he's fine--that's
the explanation they give-- saves the day by flying
to ground zero and turning it off. This is a waste
of the potentially realistic and interesting ways you could
have taken this story. Instead of seriously exploring
the problems with centralization or authorities like governments
having control over your life, it settles for the much less
deep question, "Would it be bad
if the Illuminati "hacked your grandmother's
hip replacement and made her into
a killing machine?" And the answer to that question,
shockingly enough, is yeah, that would be quite bad! But that's not science fiction or cyber punk or trans humanism or discussing the implications
of future technology. That's just stupid. You haven't told
a story about power and control. You wrote a cartoon about
how bad it would be if there was a big button
that killed everyone. You're not presenting
a nuanced issue here. You can most easily identify
the core problems with the story telling
and how the game reuses ideas that were in the original but in
the complete opposite way. Okay, so in "Deus Ex," one of the big things about
the Illuminati and their offshoot MJ12
is they're super pretentious. No one names their A.I.
algorithms Morpheus or Daedalus unless they like the smell
of their own farts. Like, MJ12's organizational
structure and clearance levels
are types of angel arranged in order of closeness
to the throne of God, with the top one being literally
God-clearance and the one below it
being Seraphic, like as in Seraphim. The founder of MJ12
is writing Bible fan fiction and casting himself as God. This isn't just a piece
of lore or meant to sound cool.
This is a joke. Bob Page--
the guy who started MJ12-- doesn't really understand
the teachings of the Illuminati and thinks he's a genius,
so to sound clever, he named the structure
of his organization around stuff he thought sounded deep. Seraphic?
Wow! I'm so smart!
I'm a philosopher! I'm fucking Pla-too! Page named the special A.I.
he wanted to use to take over the world Icarus.
This is a joke. He's trying to sound cool
and it's really silly. Like "New Vegas"
with its Caesar cosplayer, "Deus Ex" is making fun
of how stupid it is to try to sound clever by making
surface references to stuff people think is deep. Cue "Human Revolution," which bases a shit ton
of its imagery around the myth of Icarus because
it sounds deep. [tense music] βͺ βͺ [mechanical parts whirring] [ADAM] I never asked for this [all cheering] [HBOMB] Augmentation
is like Icarus's wax wings and the sun represents, uh,
augmentation turning out to be bad.
Look, I don't mean any offense
to people who thought this was clever when
this trailer came out. Demographically speaking,
you were 15. I'm merely giving you
the opportunity to consider that this might
just look smart while not actually saying
anything remotely relevant or useful about the world
we live in, and this shit is omnipresent
throughout the game. The first Icarus thing you see is the very first thing you see
in the game. The slow fall augmentation is called
the Icarus Landing System. There's a book you can read in the game called
"Building Wings." The game's title theme on
the soundtrack is called "Icarus,"
of course. The tie-in novel for the game was named
"Deus Ex: Icarus Effect," and then the tie-in novel had
a tie-in game for phones and later the PC called
"Deus Ex: The Fall," because, you know,
Icarus falling into the sea, which happens to the character
in the game, too. That sounds familiar.
Oh, wait, because it also happens to Adam. Both in the game
and then afterwards in the ending. He falls into
the sea again then. In this world,
everyone is Icarus, drowning in the sea
of this symbolism. "The Fall" was gonna have a slightly subtler title
to begin with. According to unused images
in the game's files, they were gonna call it
"Icarus Rising." And, like, I hope I'm not
the first person to point this out for you, but Serif Industries' logo is just a fucking wing, and Tai Yong Medical--
their antagonist-- their levels are all sun-themed.
Look. The sun is coming
from both sides of the room at once because it's
like they're bathed in the sun. You know, Icarus's natural enemy
or something. Tai Yong is named that because
that's the Chinese phrase for "the sun." They wanted to continue their sun-Icarus metaphor so they Googled "the sun"
in Chinese. Sarif is a deliberate pun
on Seraphim. "Deus Ex" literally made
a joke about people who think referencing
the seraphim is clever. This is the shit Bob Page
would come up with if you made him write
a "Deus Ex" game. Even the man responsible
explains his motivations using a hackneyed Icarus metaphor. [HUGH] I prefer to think
of myself as Daedalus, watching helplessly as
his child crashes into the sea. [HBOMB] Darrow
is currently looking into an ocean we just crashed into
as part of a previous unrelated flying too close
to the sun crashing into the ocean metaphor. [HUGH] Watching helplessly
as his child crashes into the sea. [HBOMB] Read
a second Greek myth. I'm begging you!
Why do we build the wall? I think the moment
I knew the game was gonna be really misguided
was when one of the trailers flashed through
a bunch of generic "we are smart" imagery
and Renaissance stuff, and one of the things
that flashes up is a sign saying, "We don't let augmented people
in here." Like, okay.
Segregation. You're making
a game about segregation-- a real thing that is horrible-- and you're also making
a game about the cyber Renaissance
and how cool it is to reference the myth
of Icarus. We flew too close
to the big yong, and you know what that means.
[ADAM screaming] [HBOMB] Apartheid. It sucks because, like, how many other games take
their stories seriously enough that a main character
says something like, "Hey, it's weird we spend most
of our time inventing weapons for the government, right?" I want to love any game that takes that step, but when that's
the only step it takes, and the other clever thing
he says was only in the trailer, and the rest of the story
is preoccupied with stuff the original game
made fun of for being pretentious as shit, I gotta say I don't think
it's out of place to expect a little more. Please, sir, can I have
some more delicious sauce? [MAN] Those elements
mixed together is definitely like a sauce. [HBOMB] The story being
this simplistic makes the okay-to-mediocre game play
feel so much worse. Even when the original
was being annoying or awkward to play, you were a few minutes away from a truly fascinating
conversation you couldn't get anywhere else. If you didn't like an aspect of the original's story, a lot more stuff was going on. Like the hacking mini game, if you think
the augmentation stuff in "Human Revolution" is dumb,
you can't escape it. It's everywhere at every moment
right up until the plot manages
to drag itself over the finish line. [beeping] [rock music] "Human Revolution's" endings are what would happen
if a fart could die. After defeating
the final boss once she plugs herself into
a super computer powered by screaming women-- if that seems like it came out
of left field, that's because it did-- you get to pick how
the game ends. Now, the original game
was criticized for how the endings weren't
based on your choices throughout their story
or their wider consequences, but instead on what you chose
to do in the final level. Each of the endings had its own unique set
of objectives, but still it means only
the last 20 minutes of the game affect how
the story ends. The creators
of "Human Revolution" decided to give players something
to really complain about. Now you pick an ending from one
of three buttons at a computer which decides who gets blamed
for augmented people turning into zombies
for 40 minutes. There's also a fourth button
which destroys the entire ocean facility meaning no one has any idea
what really happened and everyone on the facility
including Adam dies. You don't get to see what
actually happens when you press any button,
though. The ending cinematics
are just shots of actual protests and shit.
Tinted yellow, obviously. Can't let this actual
news footage of real police brutality ruin
your visual aesthetic, bro. Big Bro! This oil spill footage
wasn't deep enough So we made it cyber. [ADAM] Think about it. [HBOMB] Adam shoots
the shit about life, the universe,
and everything, and the credits roll. Then you get
a post credits scene where Adam's ex-girlfriend talks
to Bob Page and the game cuts
to a title screen and the original "Deus Ex" theme
starts playing, as if to say,
"Do you get it?" [Alexander Brandon's
"Main Title"] Yes, I did get it. That was what you
were referencing. Thank you.
These endings have been criticized to hell
and back already but what I find fascinating
about that is how their
extreme badness rescued
the game from more hard-hitting
criticism.
People complain about
the endings and then don't have room
to talk about the incomprehensible
final boss who-- just to make it clear-- I still don't know how to beat. The "you win" cinematic
just seems to play on its own eventually. Or how the last level
just throws the whole game play
structure out the window, the second half's complete lack
of almost any side quests, and the fact you haven't made
a single impactive choice in the game except how long
you dawdle in your office and whether to fall
for an obvious trap. The endings being
this memorably bad has almost done the game
a service. Hey, uh, designers, if you're making a game
and you're worried it's a bit mediocre, have the endings
be complete shit. Just nosedive it at
the last possible second. People will think your game
is decent and just let down by the endings
and forget they spent half of it in a vent looking for the next
forced hacking mini game. All that said, at least "Human Revolution"
has endings. "Mankind Divided" just ends by-- ["Main Theme" played on
a tiny stringed instrument] [KAT] It doesn't go that low. [HBOMB] Oh, you're kidding me. So that's "Deus Ex:
Human Revolution," a really decent game with
a pretty flawed story and vastly simplified mechanics
and design from its predecessor in the hope
a streamlined experience would appeal to more people
than the original, and to be sure,
it did. It sold and reviewed
really well, and it deserved to. If it didn't come
with the baggage and expectations of being
a "Deus Ex" game, I'd call it an okay
but extremely promising first game from a new studio,
and broadly speaking, I think "Mankind Divided"
delivered on many of those promises
five years later. You can even pick up
and throw plants now! Hey, guys!
You seein' this? [gunfire]
[MAN shouting] [HBOMB] Why did no one tell me
about this? [MAN groans]
[HBOMB] "Mankind Divided's" quality is a story
for another video but for now it's worth asking,
"Hey, "it's been another five years. Where's the sequel
to 'Mankind Divided?'" Where's "MD2,"
if you will. Well, "Deus Ex's"
corporate masters are treating it about as well
as they always have. This version of "Deus Ex"
has been effectively abandoned. So we saw Eidos Montreal work
on the next "Tomb Raider" and help out on
the "Avengers" game and make that "Guardians
of the Galaxy" thing. Several of the "Deus Ex" teams
core membership quit en masse and went off to another studio
a few years back. This includes our old friend
Francois Lapikas whose LinkedIn lists him
as game director for almost four years
on a canceled project code named "MD2." I wonder what
that might have been? Immersive sims are hard
to make and really expensive if you want
to compete with other AAA games. Despite selling pretty well, "Mankind Divided" didn't set
the world on fire the way it needed to
to justify continued sequels. It's possible to make
a game tons of people like but not enough to play all
the way to the end and whose sequel they might not
even bother with even if they have fond memories
of the previous one. I only started playing
"Mankind Divided" in preparation for this video
because I lost interest in the series after liking
"Human Revolution" okay but not being that
into seeing more of the same, and many of my friends
who remember liking "Human Revolution"
way more than me still haven't got around
to playing it, either. What's the hold up? Perhaps the gamble of making
a simpler, more generally
marketable experience didn't pay off quite as well
as it seemed. Maybe it's possible
to make something thousands of people like
but don't necessarily love. At least not enough
to come back for more. "Human Revolution" definitely
has its die hard fans, and that's cool, but a lot
of its players simply liked it and then stopped halfway through
to play something else and never came back. Sure, making health systems more
like "Call of Duty" or adding cover mechanics
to make it more like "Gears of War" might sound
like a positive selling point on a slide show in a meeting, but the people who love
those games already have a game that does them better
than "Human Revolution" did, and people who actually liked
"Deus Ex's" complexity don't get that
in "Human Revolution." So who would come back
for more of this? That's definitely not
the whole story. Square Enix
and Eidos Montreal's management certainly squandered all
the goodwill the developers had rightfully earned with their
pre-order bullshit and in-game
micro transactions bullshit and the free-to-play game glued
to the side of a game people already paid money for, but when it comes down to it, as good
as "Human Revolution" was, the one thing it wasn't
was a sequel seller. Who's on the edge of their seats
to find out what happens next after endings like these? Also, you know,
it's a prequel. We kinda know what happens next. "Deus Ex" was once
a game people love so much, a company decided it
was worth making another one many years later. Do people love
"Human Revolution" the same way, or do they simply like it? I think that
if "Human Revolution" had come out two years after
the original "Deus Ex" on a slightly updated version
of the original's engine, people would instantly see
what's lacking about it, dismiss it as
a mediocre imitator that didn't really understand
what makes the original work. It would have been hated
for the crime of failing to be as good as the best
video game ever made. I wonder if that's common
in gaming culture. But it didn't come out
two years later. It came out a decade later in
a market that hadn't seen anything like it
for a long time. It was a relief a game even
a bit like "Deus Ex" could still get made. It was a breath of fresh air to the 2011 game industry. It's just that when
you compare it with the games it's trying
to be like, it doesn't hold up quite
so well. The quality of other recent
immersive sims including "Mankind Divided"
demonstrates the true classics of the genre
are as good as they are because they dedicate themselves
to doing what they do well. The first "Deus Ex"
was a niche game-- a weird, complicated experience
for a certain type of nerd. Us nerds loved it
and it sold pretty well though not super amazingly. I'm pretty sure
"Human Revolution" outsold it. But many developers
working today are openly inspired by
the first "Deus Ex." I'm genuinely curious
how many developers are specifically inspired
"by Human Revolution" instead. [digital whooshing] [techno music fades] So where do we put this guy
on my list of every video game ranked
in order of objective value? It's weird how no one thought
to make one of these before. With heavy heart
I have no choice but to put this game on
the very bottom of the list. There. As of the time of this video, "Deus Ex: Human Revolution"
is the worst game ever made. Oh, I forgot to add "Fallout 3."
The second worst game ever made. But hey, "DXHR" fans.
Try not to think of it that way. Try and think of it
as the third best game. Maybe it'll even
work out better than the next "Gex," "Gex,"
"Gex," "Gex!" Sadly, it seems Square Enix
are looking for fresh victims. In December last year while I was deep in the making
of this video and had already written a bunch
of jokes for the conclusion about what lessons
Square Enix needs to learn in time
for the new "Gex" game-- I had a really good joke about
making sure Gex doesn't ride any elevators.
Trust me. Squenix went out and filed a new trademark
for the "Gex" IP, making the intended joke
of this video no longer a joke. They killed "Thief,"
they killed "Deus Ex," and they think they can take on
a third. Let me be the first to say,
"Good luck, guys." When you come at the king,
you better not miss, and if Gex has to do a single
fucking hacking mini game-- [tense music] βͺ βͺ [upbeat music] βͺ βͺ Hey, thanks for watching. I'm sorry. At the end
of another long video, I promised I wouldn't make
a video any longer than I already had. It's really embarrassing that I keep making things
way longer. I tried.
I really tried. I cut out
a whole 15 minutes about the history of mirrors
in video games and made it a bonus video
for patrons in the hopes of getting
the length under control and it just kept growing. Thanks to all my patrons
for allowing me to survive while making this. In case you're wondering, no, this isn't
my normal recording setup. I'm actually visiting
my producer on my way to a wedding
and it turns out that she has put some foam up
in her closet so I'm just recording here
for now. If any of the voice over
sounds bad, it's her fault,
and in case you asked, yes, these are
the clothes I intend to wear for the wedding. I didn't bring any smart clothes
to wear for recording the live action part
of this video, and I forgot to bring shoes
so hopefully no one looks at my feet. [chuckling] Don't know why I brought
that up. I went to Birmingham
for a different wedding, like, four years ago
and my car got broken into and my nice shoes were stolen
and I never got replacements. βͺ βͺ βͺ βͺ I've actually tried to make
a video about "Deus Ex: Human Revolution" every year
and a half. I've, like,
restarted since 2016. It was, like,
the second long video I wanted to make
and I just kept giving up because
the video script ballooned to a length where I was like,
"This is unwatchable." And I only finished it this time
because I just accepted I have to make
a video that's too long to get this thing out
of my brain and move on with my life, and now I'm finally free
and I can move on to other things,
which is lovely. So... The next game I want to review is the "Deus Ex: Human
Revolution - Director's Cut." And that is not a joke. [inhales] And I'm scared. I'm scared about what
is happening to me.
Re: the story and themes chapter: The lore behind how augmentations came about, the first augmented people who had it done after losing limbs in accidents, and who then had a competitive advantage under capitalism for manual work, and so caused legal fights over the lower parts of society wanting to be electively upgraded so they didn't lose their manual labour jobs... why the heck was it mostly in dry newspaper articles and tiny snippets of conversation? That concept of "body horror as a result of capitalism" gripped me and I still think about it sometimes! It's been in several games, but in DE:HR it really hit me as something incredibly plausable.
Also, as an aside, fun fact; did you know, in our current timeline we already have people who got bionic eyes from a company that then went bankrupt and the eyes are now starting to shut down and just randomly return people to blindness in the middle of their day? No, really! https://spectrum.ieee.org/bionic-eye-obsolete
Goddamnit, just as I'm about to go sleeep
what if we kissed while watching the hbomberguy movie π₯Ίπ₯Ίπ₯Ί
Aaaah! Aaah!! AAAAAAAAAAAAH!
OMG OMG OMG. ferret_rave.gif
edit: I searched for "ferret rave" and couldn't find anything appropriate. : (
I won't lie, I consider DE:HR one of my favourite games of all time. But sounds like when you compare it to the original (which I haven't played) it falls short. I did feel called out since I originally played it when I was 15 so maybe its worth replaying after all those years later. Or at the very least trying the OG
I am hard of hearing, I can mostly hear, but I rely on captions to fully understand when people are talking. The captions for this video bounce from the bottom of the screen to the top so much I had to switch to the autogenerated captions to actually read them. I get that he was probably trying to let us read the in game captions, but if that was the case then captions should have remained at the top, and not jumped around from top to bottom in a way that made them unusable.
lays out Immersive Sim timeline. Bioshock not listed
Bioshock: Guess Iβll go fuck myself then.
That crazy man did it!