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Metal Gear Solid 2: Sons of Liberty [PlayStation 2] – Review

 

Metal Gear Solid 2 Sons of Liberty - Title Card

It’s been about a month since Jeff and I completed Metal Gear Solid 2: Sons of Liberty. Generally, I try and write about a game within a few days of completing it but this game wound up provoking so many mixed emotions for me. It’s left me awestricken in many ways, some good and some bad. This is a game that’s often touted as the first postmodern video game, and while I’m too much of a dullard to fully comprehend this statement, the way my own opinion has been split in so many ways is indicative of its provocative nature. It’s a game I admire and disdain at the same time, and I’ll try my best to detail some of the major reasons why.

Metal Gear Solid 2 Sons of Liberty - Tanker
Stealthily eliminating foes was the way to go.

Like our recent playthrough of Metal Gear Solid, this wasn’t my first experience with this game. I originally played it a couple of years after its release and recall thinking the world of it then. As a sequel, the narrative subverts most preconceived notions of what to expect, and I think high school John really got a kick out of that. As an adult, I still find that fascinating, perhaps more so now, especially having directly completed its predecessor. One of the most notable ways Kojima did this was through a bait-and-switch of the protagonist.

While the first hour or so of the game stars Solid Snake, as one would expect, the true star of the game is Raiden. As a character, he’s anything like Solid Snake, the gruff, self-assured action-movie hero one expects in a game like this. Instead, Raiden is supposed to represent the player, a novice whose preparations for the big time constituted training in virtual reality. These preparations leave him undoubtedly skilled, but not with a mindset capable of being successful in the ways Solid Snake has been previously. His lack of confidence was grating to witness, although his character arc climaxed with my impression of him notching up a little bit.

Metal Gear Solid 2 Sons of Liberty - Dragging.jpg

The story of Metal Gear Solid may have grown convoluted but it doesn’t hold a candle to anything on display here. At its most basic, this game centers on Snake and Otacon’s quest for Metal Gear nonproliferation and Raiden’s journey to discover himself. Then about a dozen layers are added on top of those and any further comprehension requires extensive notetaking and periods of downtime to digest the events of the lengthy and frequent cutscenes. The breakdown between actually playing the game and watching it was somewhat jarring, although I did enjoy watching more than playing. Maybe I feel that way because the time I had to develop my stealth and combat skills was squashed between lengthy conversations that took me out of the experience? Either way, I felt my performance was less impressive compared to the previous game.

Due to narrative reasons that are mind-blowing, the events of the game are purposefully similar to the Shadow Moses Incident and wind up serving as little more than a test to creating a solider equal to Solid Snake. Pulling the strings is a shadow organization known as the Patriots. Already in control of the United States (every election has been a sham and most major government officials are representatives of the organization) they’re seeking control of the flow of digital information now. A new Metal Gear was designed and the AI contained within, GW, is the construct to achieve their goal. There are about another dozen crucial characters and their allegiances and double crosses become confusing narrative fodder. Thankfully I did take detailed notes but even so, I remain unclear on many things and feel another playthrough is necessary to really comprehend everything. Nonetheless, the narrative was the freshest aspect of this game and it was unpredictable at every point.

Metal Gear Solid 2 Sons of Liberty - Raiden
Raiden was a tough character to like.

Likewise, the depth found in the gameplay has also been drastically increased. The increased AI is no joke; no longer do guards make buffoonish decisions when catching a glimpse of Snake in a box. Rather, they call reinforcements more often than not and send in additional soldiers to “clear” an area, searching in most nooks and crannies. It felt like setting off an alert resulted in many more mission failed screens compared to the previous game. I want to say in addition to the more stringent AI, the alerts lasted longer too. Frequently, I would throw Raiden or Snake in the line of fire just to get a quick reset instead of hiding for the few minutes it would take for things to cool down. This resulted in a less enjoyable gameplay experience. It’s also one of the reasons I’d like to replay the game again, just to take my time and devote all my focus to remaining stealthy and see if my performance and enjoyment increase.

The gameplay improvements are not relegated solely to stealth actions. Gunplay received an overhaul in the form of first-person shooting. First-person shooting provided a greater level of accuracy when eliminating enemy threats, and provided some fun when taking them by surprise. Individual body parts could be targeted, including the ability to shoot the radios an enemy may call for reinforcements with. This viewpoint was only useful in specific cases though as the character would remain locked in position – the game couldn’t be entirely played like a first-person shooter. It was a smart addition nonetheless and added a further layer of complexity to approaching a situation.

Metal Gear Solid 2 Sons of Liberty - Precision
With first-person shooting, the level of precision allowed increased immensely. Shooting soldiers, or glass bottles, in specific locations yielded different outcomes.

Like its predecessor, there were many great set piece scenes with most of them revolving around the varied boss fights. Again, there was a rogues’ gallery of bad guys to defeat and each encounter was a unique experience. I can’t think of any being down-to-earth showdowns; for instance, Raiden battling a roller-skating mad bomber of sorts or his showdown with a small force of towering Metal Gears. The set pieces extended beyond cinematic fights though, including one particularly frustrating platforming section. One section in particular ate our lunch, seeing us retry twenty or so times. Raiden was forced to navigate a narrow strip of piping across a body of water and the various obstacles highlighted why such a section didn’t jive with the super responsive character movements.

Metal Gear Solid 2 Sons of Liberty - Boss Fight
By the end of the game, Raiden had been redeemed in my eyes, proving he could hang tough.

What do I think of this game? The narrative is bold, but tough to follow. I want to replay and reread my notes to try and piece everything together. I didn’t much care for Raiden although I felt he was redeemed by the end; for a deeper analysis that I agree with (and reasoning why this game is postmodern), read this. The gameplay split my opinion the most. I like the improvements, even though the increased AI resulted in a tougher game with more frustrations. Again, it’s another reason I’d like to replay, in order to have a more enjoyable experience. As it stands, it was enjoyable seeing what happened in the game, less so to actually play. I still think the original is unsurpassed as a pure video game or piece of entertainment. I would agree that this game is incredibly bold and deserves most every ounce of praise; it just wasn’t as fun to play.

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Metal Gear Solid: VR Missions [PlayStation] – Review

Metal Gear Solid: VR Missions

The desire needed to complete Metal Gear Solid: VR Missions must be strong in order to persist through the game’s 300 missions. As the name suggests, these missions are set in virtual reality and act as a simulation, presumably for Raiden – the “star” of Metal Gear Solid 2: Sons of Liberty. They put him in the shoes of Solid Snake in a variety of challenges that test his stealth skills, weapon proficiency, as well as some others that are just for fun. There is a great variety of missions and I became intimately acquainted with each weapon and the fundamentals of the stealth gameplay. However, there isn’t a great sense of diversity in the missions. Many repeat and there just aren’t enough unique or goofy missions to warrant the time required, especially as there’s little that adds to the lore. But, I did wind up with a 100% completion rate and eked plenty of enjoyment out of my time with the game.

The majority of the missions had a wireframe visual style.
The majority of the missions had a wireframe visual style.

Of the four modes the game is divided into, I had the most fun with the final one: special. To unlock it and its various subtypes, I had to work my way through the other three modes: sneaking, weapon, and advanced. Sneaking mode tasked me with just that: being stealthy. To promote this, half of the missions supplied me with no weapons while the other half limited me to Solid Snake’s trusty SOCOM firearm. This forced me away from just mowing down enemy resistance, although this isn’t a tenable strategy most of the times anyway. I was also required to complete these missions a second time in time attack versions. They were identical, only now I was racing against the clock. I got my fill, but wasn’t burned out.

The subsequent two modes played out a little differently. The first, weapon mode, equipped me with a single weapon for a series of increasingly tougher missions. Time attack versions were also present meaning I repeated each mission twice. All in all, these weren’t very challenging even at their toughest, perhaps explaining the need for the advanced mode. The setup was the same: a few missions with only a single weapon type equipped putting Solid Snake in a more precarious scenario. Again, time attack versions meant I had to repeat these stages twice. At this point, the struggle to continue playing got real.

Missions revolving around Solid Snake's arsenal were the most common.
Missions revolving around Solid Snake’s arsenal were the most common.

Stripped of a grandiose narrative, VR Missions is solely gameplay driven. In the presentation, it’s practically a puzzle game. It’s loaded to the brim with mostly succinct missions that hone in on one or two facets of the gameplay. For the most part, they’re enjoyable and enlightening – I know I can return to Metal Gear Solid with a more confident understanding of Solid Snake’s arsenal and the stealth options at his disposal, if I wanted to, which I don’t. I came to this title not knowing what to expect necessarily and it really comes off as what it’s portraying – a training tool. Just as much of training is based around repetition, so too is this game and that’s where it became a struggle to persevere. Many of the mission types were very similar, but then having to repeat the bulk of them in a time attack version? That was a real buzzkill.

When I made it through the majority of the game and unlocked the various mission subtypes within the special mode, I was a little disappointed. There were still plenty of rote simulation style missions among the scant goofy mystery and puzzle style missions. Granted, I got to solve murder mysteries, fight off UFOs and skyscraper-sized enemies, and play as Cyborg Ninja, but this off kilter style of mission was less abundant than I had hoped for. Even with these goofy scenarios, the highlight of this mode was perhaps the final mission I tackled: the VR mission. To clear it, I had to make my way through a truly challenging ten stage gauntlet within a fifteen minute time span, which was always tallying time, even factoring in restarts and deaths. It took me a few attempts before I could do it but when I conquered it, excelsior! It honestly forced me to use much of what I’d learned up to this point to succeed.

A camera mode was one of the unlockables, and very underwhelming.
A camera mode was one of the unlockables, and very underwhelming.

Afterwards I got a schematic for Metal Gear Ray, to be featured in the then-unreleased sequel. Again, I was a little disappointed after a dozen hours and a 100% rating for that to be the reward. That’s not to say I didn’t have fun, the game simply grew tiring. There were loads of exciting missions and a lot of variety in the scenarios I was put in and what the missions tasked me with. Unfortunately, many of these had to be repeated which stripped the time spent of diversity as I was repeating much of the game twice. It comes off as a hard game to recommend to anyone but the most diehard fans of the series, and even then I’d caution against playing the time attack versions until all unplayed missions have been exhausted. That should extend the enjoyment and reduce the sense of repetition that I encountered in my time with the game.

Metal Gear Solid [PlayStation] – Review

Metal Gear Solid - Title Card

The hype and critical acclaim surrounding Metal Gear Solid V: The Phantom Pain got to me (it started last year with this). With my tendencies though, I’ve opted to ignore that title for now and jump in at the beginning: Metal Gear Solid. Technically Metal Gear would be the beginning, but whatever. My usual cohort is following suit and he’s postponing his time with MGSV until we make it through the core series. If there were any gaming series that would benefit from this way of playing, this would be the one. These games are dense with dialogue and exposition and understanding or linking them together coherently may come easier after freshly experiencing them. To assist, I’m going to be doing intense note-taking in the hopes that I’ll understand the narrative and characters even better.

He doesn't know what's coming.
He doesn’t know what’s coming.

Before ever controlling Solid Snake we went through about twenty or thirty minutes of backstory. Most of which was done through (optional) barely animated briefings and through these, the inspiration of Escape from New York was apparent. The characterizing aspects of Solid Snake and his initial mission mimicked Snake Plissken’s so closely I’m surprised there wasn’t legal action! We were also treated to a few Codec conversations and cinematic cutscenes illustrating Snake’s infiltration of Shadow Moses Island. The latter highlighted why it was, and still remains, so highly regarded. Hideo Kojima and Konami revived a classic series in the guise of a big-budget action movie and defined the modern era of storytelling in video games.

The story that unfolded over the next dozen hours centered on Snake’s stealth mission to recover two kidnapped figureheads associated with the U.S. Dept. of Defense and prevent the terrorist group responsible from using a bipedal nuclear equipped robot: Metal Gear Rex. The group responsible is actually the black ops Army unit that Snake once belonged to: FOX-HOUND. The current members have gone rogue, calling themselves the Sons of Big Boss, and are requesting the remains of Big Boss (the unit’s founder). They want access to his genes, which in the wake of the Human Genome Project the U.S. has been secretly isolating “soldier genes” and injecting them into soldiers, creating a “genome army” with skills more proficient than the average warrior. Big Boss was “The Greatest Warrior of the 20th Century” after all.

Just another classic scene.
Just another classic scene.

The story gets way more convoluted from there and at times, it felt like a break was needed to understand the events or conversations that just happened. I did strive to take comprehensive notes and playing with another person also helped to soak in the data and translate it into information. Once we’re done with the series, I’m going to try and understand everything as best I can and that’ll probably involve writing a synopsis of each game. The series, and this game in particular, doesn’t require in-depth note-taking to find enjoyment or some understanding but the lore is so rich that I feel like it’ll be rewarding and enlightening in the end.

For the most part, the events that take place seem plausible and with a little imagination, realistic. Maybe the thought that a bipedal nuclear equipped tank of sorts would be the ultimate weapon is a little farfetched, but this is a game whose inspirations also include mecha anime. The characters that make up the cast on the other hand, specifically FOX-HOUND, well, they’re less believable. They are, however, a rogues’ gallery of fascinating villains. The standout is of course Psycho Mantis, whose psychic abilities included reading the files on the memory card, predicting the player’s actions (forcing the player to plug the controller into the second controller port), and a few other “breaks” in the fourth wall.

One of the most memorable boss fights of all time.
One of the most memorable boss fights of all time.

The battle with him will remain one of the most memorable video game boss fights for a long time to come, but they all weren’t as great. The majority of them are very memorable, if only for the fact that the fights themselves were generally bookended with much conversation and featured the distinctly unique members of FOX-HOUND. Others will remain memorable to us specifically because of their difficulty. Whether it was the uphill battle we were in for because of Solid Snake’s limited health or the challenging situations we’d just gone through beforehand, I’d say a quarter of the fights took a half-dozen attempts each. One thing’s for sure, like the members of FOX-HOUND, each boss fight was unique and required different weaponry or tactics.

While the battles could be frustrating depending on the circumstances, the typical sneaking gameplay wasn’t so hard. Honestly, it didn’t make up a lot of the game in retrospect. The memories of my original playthrough ten years ago are filled with the feeling of helplessness after getting caught and just giving in to the enemy’s weapon fire in order to quickly restart. That didn’t occur to us often on this playthrough. We did get caught every now and then, but we were able to successfully evade capture or quickly eliminate a soldier or two before it escalated to total despair. I imagine we’re just playing smarter than high school me.

The showdown with Metal Gear Rex, like a few other boss fights, was no walk in the park.
The showdown with Metal Gear Rex, like a few other boss fights, was no walk in the park.

It’s been seventeen years since this game was originally released and I think playing it is still as vital to one’s gaming résumé as it was then. This is a cinematic game that was unlike any other at the time of its release and one that still stands out today. With a complex narrative, feature film presentation, and audio/visual qualities that were remarkable for their time (and still respectable today), Metal Gear Solid is a must-play game. I didn’t find playing it as enjoyable as watching it and trying to follow along with the intricacies of the plot could be difficult, but there were some brilliant sections and set pieces nonetheless. The stealth aspects remain a challenging and enduring appeal for me, but the negative experiences we had with a few of the boss fights outweighed the positives. It’s a landmark video game, all in all. On to Metal Gear Solid 2: Sons of Liberty!

Metal Gear Solid V: Ground Zeroes [PlayStation 4] – Review

Metal Gear Solid V Ground Zeroes

Honestly, I’m surprised by how much I enjoyed Metal Gear Solid V: Ground Zeroes. Granted, it was the first game I acquired and played on my PlayStation 4. That maybe had more to do with its budget price though. That, however, was also a factor that colored my interpretation of the game when it launched March 18, 2014. Most of what I remember about the game’s reception was negativity regarding its length and cost. I totally agree with that assessment after playing it, but I also agree with those who praised it for many reasons. It’s an incredibly polished, brief experience that one can easily be seduced into playing for more than the requisite hour.

The “core” mission is very short – I believe I completed it in about an hour. Snake infiltrates an American black site on Cuba with the goal of rescuing two young members of his special unit. The game opened, per usual, with a lengthy, awe-inspiring cinematic cutscene. The focus was a man with a disfigured face and his conversation with one of the hostages, just after he’d (presumably) violently interrogated the other. As I haven’t played any of the games dealing with these characters and this time period, I was a little lost in regards to their importance. Still, Snake had his mission and I obliged.

Holding enemies hostage was a way of obtaining non-crucial information.
Holding enemies hostage was a way of obtaining non-crucial information.

Upon the completion of the game, a handful of other “Side Ops” could be unlocked. These weren’t cinematic ventures directly related to the impending big show (Metal Gear Solid V: The Phantom Pain), but rather, just more missions. Everything took place in the same environment, and after playing for a half-dozen hours, I’m very familiar with this black site! The lack of variety didn’t bog down my impressions of the game though. If anything, it helped me to appreciate it more.

As I went Trophy hunting, I replayed these missions a handful of times, and restarted more than I’d like to admit! After all of this though, I’m very familiar with the depth of my actions in tackling any given scenario – it had a definite open-world vibe to it. The game was difficult to get acclimated to at first, especially as I haven’t played a game in the series in two or three years. But, as I was driven to collect Trophies, I stuck with the game after each mission’s initial completion, and really grew to relish the opportunity in sneaking about and stealthily resolving enemy threats how I wanted.

It would be a Metal Gear Solid game without sneaking. It'd be a Metal Gear Rising game!
It would be a Metal Gear Solid game without sneaking. It’d be a Metal Gear Rising game!

I won’t dive too deep into the nitty gritty of the gameplay, but there were a couple new mechanics worth mentioning. In my opinion, “Reflex Mode” was the most impactful. If I was spotted, time would slow for about three seconds and I’d have the opportunity to react and potentially prevent a compound-wide alert from taking place. Most usually, I’d land a headshot with a tranquilizer and instantly put my foe to sleep. Maybe I was close enough to grab hold of him, get some information and then knock him out. I probably wouldn’t be careless enough to have a lethal weapon equipped, because after I landed the fatal headshot, another guard would’ve possibly been alerted by the sound. In any instance, I would immediately stash the body.

Another new element to the series seems to have been lifted directly from Far Cry 3. Snake has a great pair of binoculars in his possession, and when an enemy is spotted, they’re permanently marked. A red triangle hovers above that enemy’s head which is visible from any point on the compound. The enemy is also permanently visible on Snake’s iDroid (an all-in-one map utility), which seems out of place considering the time period, if only name wise. Also, when nearby, Snake would occasionally catch a glimpse of the enemy in detail, even through walls; this is described as a “stealth instinct”, or something to that effect, but it’s very reminiscent of the abilities of Batman in the Batman: Arkham series.

Just kicking back on the beach, mowing this fool down, what about you?
Just kicking back on the beach, mowing this fool down, what about you?

The Metal Gear Solid series is one of those series’ that if it wasn’t around, video games would just feel different. Early on the series had an impact that few other games can claim – it inspired other game developers. I don’t know if the series has that same weight behind it today, for whatever reason one can gin up. One thing remains the same: the attention to detail and care that goes into these games’ development is palpable. Despite this game’s length and stated purpose as an introduction to the “true” Metal Gear Solid V, the level of its refinement and depth is kind of crazy. It’s a very challenging game, especially if one’s driven to collect Trophies, but it’s an incredibly well-playing game. It may have been decisive when it released with a $40 price tag, but at its current $20 (or even $7 on PSN!), it’s a no-brainer.

Deus Ex: Human Revolution – Augmented Edition Review

The Augmented Edition features alternate box art.
The Augmented Edition features alternate box art.

When it was released in 2011, Deus Ex: Human Revolution had a collector’s edition of sorts in the Augmented Edition. Available for the Xbox 360, PS3, and PC versions, the Augmented Edition contained a fancier game case boasting alternate box art, a slim art book, and a bonus DVD containing some extra features. It’s worth noting that I’m discussing the American version as some of the European versions contained DLC not present in our release. I’ve noticed the package is still available new on sites like Amazon, although for someone who has yet to play the game, I’d recommend the recently released Director’s Cut at this point.

A LIMB Clinic offering assistance to an augmented individual.
A LIMB Clinic offering assistance to an augmented individual.

The bonus DVD is the most worthwhile part of the Augmented Edition in my mind. I say that because of the lengthy making-of documentary included on disc. It follows the studio from its founding (this was their first release) until nearly completing the game. This documentary must’ve been shot before the game’s finalization as it ends in 2010 – the game released in late 2011. Interviews varied from all aspects of the development team so many viewpoints were represented.  I was chagrinned that nothing was mentioned about Square Enix’s takeover of Eidos, but I imagine that’s an indication that development continued on hitch free. There’s an interesting tangent about demoing the game to Warren Spector at Gamescom 2010 towards the end which was cool.

Also included on the bonus DVD is the soundtrack in easily extractable MP3 form. I’ve enjoyed listening to the soundtrack thus far. While playing the game I considered it similar to Mass Effect’s. The ambient instrumental music is something I foresee myself writing to in the future. The twelve tracks don’t make up the entire soundtrack, so that’s less than desirable. A motion graphic novel is also present on the DVD as well as a few trailers and storyboards.

The art book was pitiful. I find it such a cheap tactic to tout an included art book, only to discover that its bindings make up more of the book than actual content. If I’m going to fall prey to consumerism, I’d at least like something worthwhile. The artwork on display is stellar, but the art book is tiny and, unless you’re the type to draw inspiration for hours from this type of bonus, it won’t hold your attention for fifteen minutes.

Although the art book is pitiful, I can't say the same for the art or design itself.
Although the art book is pitiful, I can’t say the same for the art or design itself.

I think the Augmented Edition is a mixed bag. I like displaying the premium box and have or will get much use out of the bonuses included on the DVD. I don’t care for the art book as there just isn’t much to it. At this point, it’s a hard sell if you haven’t played the game. The Director’s Cut includes all of the DLC which will save you extra dough if you purchased the standard or Augmented Edition. But if you’re a super collector, it’s a decent addition to your collection for the right price.

Deus Ex: Human Revolution [Xbox 360] – Review

Lots of goldish hues in this game.
Lots of goldish hues in this game.

2011’s Deus Ex: Human Revolution was the first product of Eidos Montreal. Charged with the task of revitalizing the long-dormant Deus Ex franchise, I consider it an overwhelming success. Taking place in 2027, the game is set amongst the backdrop of contentious debates regarding human augmentation. The gameplay is an amalgamation of first-person shooting, stealth, and role-playing style character progression that offers the player choice in approaching confrontations. Further complimenting player choice is the level design – funneling the player towards objectives while offering multiple paths. These elements, aided by the fantastic art design, combine for a laudable single-player experience.

On the eve of a hearing in Washington D.C. regarding regulation of human augmentations, Sarif Industries – a Detroit, MI based manufacturer of human augmentations – is the victim of sabotage. The lead scientists are abducted and the company’s security officer is left on the brink of death. He is resuscitated and implanted with many augmentations, becoming more than human. Upon his awakening, Adam Jensen thirsts for answers and, along with the company’s founder and CEO David Sarif, wants revenge.

Players could choose a confrontational path...
Players could choose a confrontational path…

Adam’s quest takes him from his home in Detroit to Montreal and Shanghai. Along the way, he encounters every side of the human augmentation debate and the corporations and politicians who have major voices in shaping the future. Conspiracies and betrayals were prevalent in the two dozen hours it took me to complete the game. Every major player and corporation seemed to have ulterior motives, and I could identify with, or at least understand, the positions everyone took. If done correctly, players have the choice of four endings, each of which I could sympathize with partially. After viewing them all, I reflected on the concepts laid before me by the thinkers in this game’s world and on my part, I extracted those philosophies to other areas of human nature. In that aspect, I found the game to be very thought-provoking.

Or a stealthier alternative.
Or a stealthier alternative.

I wouldn’t describe the blend of gameplay styles to be provocative however, as they seem like a combination that is becoming ever more common these days. At the very least, the adaptation of RPG style skill trees is becoming increasingly prevalent in all styles of games. On a side note, that was sort of a trend in the seventh generation of home consoles, wasn’t it? In my mind, what makes this game stand out is the viability of either a lethal or non-lethal approach. I decided from the get-go to complete the game non-lethally and at the same time, attempted to do so without being seen and setting off an alarm. This involved reloading many saves and I wasn’t successful on the second objective, but I never felt like I couldn’t do it. In many games that offer this sort of option, it seems that the odds are stacked against the players who choose the stealthy route. I didn’t have that sentiment at any point.

Like most everything else about this game, the characters were interesting.
Like most everything else about this game, the characters were interesting.

What assisted this viability was the open-ended design of the levels. They were linear in a sense as most usually led to a singular endpoint, but as I compulsively explored I stumbled upon many routes propelling me forward. I’d generally choose the one most suited to my stealthy motives. Outside of these mission-based levels were the cities of Detroit and Shanghai. Both were open-world hubs that offered numerous NPCs and side quests. The cities also showcased the dystopian future that Eidos Montreal envisioned for the game. The art design in general was highly influenced by other works of pop culture but I still found it fascinating and cohesive throughout the game’s entirety.

This concept art of Shanghai perfectly illustrates the actual cityscape in the game.
This concept art of Shanghai perfectly illustrates the actual cityscape in the game.

My exposure to the original games is slight – I played a fair amount of Deus Ex: The Conspiracy on the PS2, of which I remember liking it and not completing it, and although I haven’t played it, I know that Invisible War wasn’t as well received as the original. So while I may not be the definitive source on judging how well Eidos Montreal did in reviving the series, it’s hard to argue that Human Revolution isn’t fantastic. The game dealt with a serious topic in a mature way and was thought-provoking throughout, but the ending in particular summarized each viewpoint well. I also thought highly of the gameplay and level design; especially the ability to play through stealthily and not feel inadequate in any way. Of course, the overall art design was awesome too. All in all, Deus Ex: Human Revolution combined many elements to form a cohesive, worthwhile, adventure.