Totally. That's what gave me HEAVY MGS2 vibes. Absolutely loved it.I NEED SCISSORS said:This game gave me serious MGS2 vibes sneaking around in. All the clean, high-tech surfaces and the orange color palette make me really want to see the Big Shell remade.the FEMA camp where you fight the first boss
If you guilt trip him about thethetrin said:That's weird. You're supposed to get the option to offer him a job at Sarif, or tell him to go fuck himself. I don't know what affects whether or not you get that choice.
epmode said:So I finally got home to take a look at my card since I've been running into crazy crashing issues but only in DX11. Deux Ex, Two Worlds 2 and one or two other games. DX9 is problem-free.
I'm running an EVGA GTX 570. Most suggestions I've read center around setting the card to 1.038v. Problem is, my card is already there. Should I increase the voltage or would it be better to look into an RMA?
Deadbeat said:If you guilt trip him about thethen he will hunt you down. If you solve the problem through logic and reason you can offer a job at that later situation.pills
SalsaShark said:well shit, i might just try that Corky (though maybe for my next playthrough), looks way better than my jaggy kinda-mess.
Robobandit said:ahh.. that makes sense.
zlatko said:Honestly, guilt trip or not, I should get the option to talk him down, OR sneak by him with fucking cloaking. The fact an entire playthrough of sneak is ruined because of that is FUCKING RETARDED.
zlatko said:Honestly, guilt trip or not, I should get the option to talk him down, OR sneak by him with fucking cloaking. The fact an entire playthrough of sneak is ruined because of that is FUCKING RETARDED.
I NEED SCISSORS said:This game gave me serious MGS2 vibes sneaking around in. All the clean, high-tech surfaces and the orange color palette make me really want to see the Big Shell remade.the FEMA camp where you fight the first boss
Consequences. We ask for it all the time in games, and there we go.zlatko said:Honestly, guilt trip or not, I should get the option to talk him down, OR sneak by him with fucking cloaking. The fact an entire playthrough of sneak is ruined because of that is FUCKING RETARDED.
Wallach said:I don't understand how this ruins your entire playthrough.
thetrin said:Consequences. We ask for it all the time in games, and there we go.
spindoctor said:It's past 2200GMT so I checked the main menu. Either this is garbage or it's some sort of code...
TyrantGuardian said:okM8-+Ds4Dui?IMh$Mzvm14SBqe7;G.I6=u74b?mkh-45Ki60d+98XBpCku7
Get on it, guys. That is apparently the 2200 update.
zlatko said:Honestly, guilt trip or not, I should get the option to talk him down, OR sneak by him with fucking cloaking. The fact an entire playthrough of sneak is ruined because of that is FUCKING RETARDED.
That's brilliant.Deadbeat said:If you guilt trip him about thethen he will hunt you down. If you solve the problem through logic and reason you can offer a job at that later situation.pills
Wallach said:I don't understand how this ruins your entire playthrough.
Derrick01 said:Runing an entire achievement run in a 30 hour game is a bit much though. There's nothing hardcore about that, it's just plain torture.
ASilva said:Ok I need some help with something here. Spoilers for the first part of the game ahead (untill you finish up the first big area):
I was doing a mission where i had to take down an antenna and when I finished it and completed the mission i got flown to a separate location where I'm guessing I will fight the first boss.
I left a side-quest back in Detroit I want to complete so, when I finish this mission will I get back to Detroit to finish up the side quest and get stuff off of my apartment before i go to another city hub? Or will I have to load a previous save and finish up in Detroit before coming here?
I don't think you understand how consequences work. It wouldn't be much of a consequence if it didn't come back to bite you hard.zlatko said:I go down an elevator, a NPC I can't avoid approaches me, he pulls out a gun, and it goes hostile in lower left, and NPCs are freaking out. I'm going off the idea that the game counts anytime the lower left goes into hostile as the counter to, "you fucked up sneaking through the entire game."
I'd like a consequence that wouldn't have destroyed hours of play up to now guys. If the consequence had been like, he steals ALL your money, or knocks you out and jacks 3 of your weapons from your inventory, or something else... all could have been serious consequences that don't destroy hours upon hours of how I had been playing the game.
It's called bad game design. :/
Rickenslacker said:It saddens me that people go through games like this the first time through with achievements in mind.
Corky said:Yay, got it working. Given the evidence of how minuscule the tessellation effect is ingame I'm going to go dx9 and force external AA, it makes it infinitely better looking imo.
For those who are interested, ssao and sgssaa don't seem to be playing nice. My gpus spiked the roof @99% and I got 40ish fps with ssao on high, putting it on normal fixed that and now gives me less gpu usage + 60 fps. Stuttering from loading is more pronounced, but then again I'm not on an SSD atm so I guess level streaming ( or w/e is going on in the background ) is not as prevalent on an ssd.
This game really deserved better AA :[
Wallach said:If you're referring to "Foxiest of the Hounds", it doesn't matter. Someone actually has to set off an alarm for you to lose that. Just going hostile doesn't count, you can cap someone that is hostile and if nobody sets off an alarm you'll still get it.
He wouldn't be able to.ctrayne said:So, if younever talk to him, but rather sneak in and out of the station without detection, will he confront you still?
zlatko said:I go down an elevator, a NPC I can't avoid approaches me, he pulls out a gun, and it goes hostile in lower left, and NPCs are freaking out. I'm going off the idea that the game counts anytime the lower left goes into hostile as the counter to, "you fucked up sneaking through the entire game."
I'd like a consequence that wouldn't have destroyed hours of play up to now guys. If the consequence had been like, he steals ALL your money, or knocks you out and jacks 3 of your weapons from your inventory, or something else... all could have been serious consequences that don't destroy hours upon hours of how I had been playing the game.
It's called bad game design. :/
I'm at that point and was thinking the same thing.I NEED SCISSORS said:This game gave me serious MGS2 vibes sneaking around in. All the clean, high-tech surfaces and the orange color palette make me really want to see the Big Shell remade.the FEMA camp where you fight the first boss
zlatko said:I go down an elevator, a NPC I can't avoid approaches me, he pulls out a gun, and it goes hostile in lower left, and NPCs are freaking out. I'm going off the idea that the game counts anytime the lower left goes into hostile as the counter to, "you fucked up sneaking through the entire game."
I'd like a consequence that wouldn't have destroyed hours of play up to now guys. If the consequence had been like, he steals ALL your money, or knocks you out and jacks 3 of your weapons from your inventory, or something else... all could have been serious consequences that don't destroy hours upon hours of how I had been playing the game.
It's called bad game design. :/
Figured. Wanted to ask anyway. Thanks.thetrin said:He wouldn't be able to.He loses his job precisely for letting Adam into the morgue.
abq said:I'm at that point and was thinking the same thing.
A fair question, though. I do like the consequences reach that far. I honestly wish more games were like this.ctrayne said:Figured. Wanted to ask anyway. Thanks.
Wallach said:If you're referring to "Foxiest of the Hounds", it doesn't matter. Someone actually has to set off an alarm for you to lose that. Just going hostile doesn't count, you can cap someone that is hostile and if nobody sets off an alarm you'll still get it.
x3sphere said:Frankly, the AA is better than most ports. Could be a lot worse. FXAA on high, barely noticed any jaggies.
http://i.picpar.com/41d078f1a6716fb4f876daac8f365385b039cf9e.jpg
^ Screen I took of the same area. There's a little aliasing on the walls, not even noticeable during gameplay really. About as subtle as tessellation to me.
I NEED SCISSORS said:This game gave me serious MGS2 vibes sneaking around in. All the clean, high-tech surfaces and the orange color palette make me really want to see the Big Shell remade.the FEMA camp where you fight the first boss
P3L: Yes exactly, in the trailer I saw, it has a little thought to MGS. I was coming precisely what games have inspired you?
David: Games inspire us all the time, the system of "Cover" for example, is a system that we have experienced in games like Rainbow Six, Metal Gear Solid is a good example for all that is the "stealth", even the visual that you mentioned a little bit ... We had such a reference.
So, in terms of specific influences, Im a big fan of the Japanese games. You can see bits from Metal Gear Solid, Ghost in the Shell and all that kind of stuff. Its not something Im trying to hide at all, its all out there in the open.
JBB: William Gibson has released his third book, but even in his writing you dont find as much cyberpunk as you used to. You could say that Metal Gear Solid is one of the few cyberpunk games to be made lately and even thats a real stretch.
And If you love stealth, youll recognize some inspiration from Metal Gear, because thats one of the big games we love. We love it, and John [Jacques-Belletete] the Art Director, hes crazy about Metal Gear as well.
In videogames, even, I would say the closest thing to cyberpunk for a long time is probably Metal Gear Solid, in the sense that its near future, its anticipation, it kind of deals with the same themes and stuff.
The Metal Gear Solid series was definitely an influence on DeusEx. "I'm a huge fan. Pretty much everything in it has always inspired me," says JJB. "It oozes style and design elegance. Visually speaking, the pseudo-reality it presents to the player is impressively compact and homogeneous.
As opposed to many North American games, the series never aimed for photorealism, but somehow the believability of its visual world is extremely potent and more credible than most 'photorealistic' games. That's what I like in a game, that's the kind of art direction that truly connects with me. Slick, stylized, highly designed, and memorable."
I dunno. It's more ideal for replays I don't doubt, but in this case it's something of a personal challenge that may well make a game more enjoyable for some people. Not only do they focus on sneaking around, but they're actively challenged to keep at it with the promise of... uh, a gold star. At least it'd be proof they managed to pull it off, points or no.Rickenslacker said:It saddens me to think that people go through games like this the first time with achievements in mind.
zlatko said:I ended up just getting into a corner of the elevator and just tranqing him in the head before I walk out. Just to play it safe, even though the NPCs wen't crazy there, but the hostile thing never popped up.
As for thetrin's remark----I understand it perfectly. Maybe YOU don't get bad game design though.
* The ability to cloak AKA be 100% invisible to this man DOES NOT WORK.
* My leveled up speech augmentation has NO BARING on being able to talk this man down.
These two things should hold some sway in how this plays out, but instead it would rather shit on you being a sneaky player, with a poor consequence. The only consequence here is not about some achievement for me, (I already won't get it because I didn't realize I could sneak through the prologue) but taking away my choice to sneak the entire game, aside from the bosses.
A real consequence in this point, would be something like back when you can offer that man one of your guns or not----he takes money away from you, or at the start of the game,the hostages because you wanted to go explore around.
Those were consequences, this is bad game design.
zlatko said:I ended up just getting into a corner of the elevator and just tranqing him in the head before I walk out. Just to play it safe, even though the NPCs wen't crazy there, but the hostile thing never popped up.
As for thetrin's remark----I understand it perfectly. Maybe YOU don't get bad game design though.
* The ability to cloak AKA be 100% invisible to this man DOES NOT WORK.
* My leveled up speech augmentation has NO BARING on being able to talk this man down.
These two things should hold some sway in how this plays out, but instead it would rather shit on you being a sneaky player, with a poor consequence. The only consequence here is not about some achievement for me, (I already won't get it because I didn't realize I could sneak through the prologue) but taking away my choice to sneak the entire game, aside from the bosses.
A real consequence in this point, would be something like back when you can offer that man one of your guns or not----he takes money away from you, or at the start of the game,the hostages because you wanted to go explore around.
Those were consequences, this is bad game design.
thetrin said:1) The point is that he's supposed to be surprising you as you leave the elevator. They had to make certain concessions to force the consequences upon you.
2) Again, you're complaining about not being able to weasel out of your own bad decisions. I'm sorry that the game forced you to face the consequences of your actions.
Wait, doesn't that make it good design by your logic, because you were eventually able to overcome it? Okay, whatever.zlatko said:And if you had read up above----it didn't force shit. I was able to tranq gun him from the elevator and walk by. I gamed the game.
Bad game design.
Meus Renaissance said:I have never died in a game as much as I have in this title. Very frustrating.