Deus Ex: Human Revolution Previews

Several more E3 previews of Eidos Montreal's ambitious Deus Ex prequel are available, though it's tough to glean any new information since they're all based on the same hands-off demonstration.

WorthPlaying:
The first sequence that we saw in Deus Ex: Human Revolution takes place on a small island city near Shanghai. Adam is looking for Tong, an information dealer who frequents a club named The Hive. This sequence shows off the non-combat aspects of the game. Adam, wearing a heavy trench coat to disguise his augs, makes his way through the city streets. It isn't a very busy city, but there are a number of NPCs who are talking and giving out info about the setting. We were told that every NPC will have something to say, even if they're just discussing the weather. We also see that it's best to not pull out your gun in public. When Adam takes out his pistol to check it, a nearby citizen panics and begs for his life. Fortunately, we did this away from the crowds, but reckless gamers should pay heed.

Strategy Informer:
There's not much to mention about the stealth it's pretty traditional first person stealth gameplay, and the same can be said of the shooting, which looked like competent first-person action mixed with third-person perspective stuff when you head into cover. All of this is augmented with cool powers, abilities and weapon mods that characterise the Deus Ex universe. A big part of Deus Ex: Human Revolution comes in the form of modifying weapons, which has allowed the game to keep a chunk of its RPG-style gameplay despite being a full-on shooter.

New Game Network:
As we approached an entrance to the club where the hacker might be hiding, the doorman confronted us and demanded payment. We gave up the money, though it was noted by the developers that there are many other ways to get into the club. Once inside, we made our way through the crowd to the second floor to speak with a man who apparently may have the information we need. Here, the conversation system took over and we watched the dialogue unfold in third person. The conversation system had a few standard questions and responses for the player to choose from, depending on the situation. It's certainly nothing RPG players haven't seen before. Having failed to convince the bartender to give up information, we headed back downstairs but on the way, overheard two security guards talk about a lost keycard in the bathroom. Of course, we went to the restroom and found the card, then used it to access the basement. There was a guard on patrol down there. Carefully sticking into cover, the camera switched to third person view and we were able to ambush the guard as he came around the corner. We dragged his body into a dark room, and then opened the vent and proceeded inside. In the vent, we got to the private room and overheard a conversation about our person of interest he will be at the docks tonight.

Fragland:
Variation within the game and the style in which it gets played are important factors for the developers and there's always more than one way to achieve an objective. The example that we were given is how you can get into a club. One possibility is to pay the doorman, but you can just as easily get rid of him. A backdoor, the roof or the sewer system are friendlier alternatives. Each of these roads deliver a different experience as they will support the basic pilars of the game in different ways. In certain places also computers are accessible, even if some need to get hacked first. They allow reading emails - which bring additional detail to the story - but also control turrets, cameras and robots. We were also promised that the full game can be played without killing one enemy besides the level bosses, something achievement hunters will be happy for.

GameXplain:
One of the first things we saw in this portion of the demo was the augmentations system (which is basically a skill system) where you can upgrade your different cybernetic parts. In this specific example, we could have run in guns-a-blazin', but we had a strength augmentation equipped, so Adam was able to lift a crate blocking a vent, allowing us access directly into a structure without alerting the guards. This isn't the only augmentation as you'll be able to upgrade pretty much all of your parts in ways that will effect your overall experience. Adding further to the customization is weapon upgrade options, allowing you to tweak your hardware, or even the ammunition to suit any challenge. One example came with heat seeking missiles while you'll still need to lock on a target, you'll be able to point wherever you'd like (even if it's nowhere close to the target) and the missile will curve around to find it's mark.

And 411mania:
nother thing we were shown off was quite a few takedowns. Players will be able to take down a person lethally, with a knife through the back or going through a wall to snap their neck, or non-lethally, such as a punch that just knocks them out. There are also dual takedowns that will let players take two enemies out in close vicinity at once.