SpudBud said:Just got an update on steam. 12.7mb
Unfortunately the recently released patch had a negative impact for some players. This patch is a hot-fix to address those issues.
- A specific issue that caused performance degradation for some DX9 players in the 1.2.630 patch has been fixed.
o We are still evaluating further measures to counter stuttering and plan to have a further update for this in another patch.
- Crashes when examining quest items have been fixed.
- Some issues related to switching between fullscreen and windowed mode have been fixed.
- Additional fixes have been made for the TYM medical card. The current fix should also allow users that already have the problem in their savegame to pick up the card again.
- Russian text language option now shows up correctly regardless of current text language.
- An issue that may cause the game to have stability issues on certain RAID setups may have been addressed. Even with this patch, if you have a RAID setup, please ensure you have the latest drivers for your controller.
In addition to stuttering and performance problems we are continuing to investigate any other issues that players may have and will release a full new patch soon that also includes the previously mentioned 3DVision and Surround support.
HR is still a great game at the end of the day for all the flaws it has. The same cant be said for ME2 with how much they dumbed it down. ME2 lost its original identity and purpose as an rpg. It turned into a 3rd person shooter with blue and red text.Tanolen said:I don't think it will, ME2 was turned on a couple days later, and from what I have seen most of the internet likes this game.
GhaleonEB said:On my first go I didn't look at the Achievement list at all, this time around I have a list of those I missed (mostly tied to side quests I'd somehow missed) and am working through them. I'm quite pleased that I missed a few, as it's adding some stuff to do this time around. I'm currently helping an undercover cop posing as a hooker.
SenseiJinx said:That was probably my favorite sidequest in the game.
I'm having a lot of fun with it. I had previously broken into both the police station and the northernmost area in Detroit (can't recall what it's called at the moment), both on my own and not for a specific quest back on my first play through. But with objectives to chase down, a the way the areas are designed are making more sense. Some of my favorite areas in the game are ones like these, where they're quite densely populated and the risk of getting caught it heightened. But so is the satisfaction of whittling the place down, like peeling an onion.SenseiJinx said:That was probably my favorite sidequest in the game.
I really like the level of detail they're giving here, such as mentioning RAID controllers. They seem to be monitoring for problems, at least.ToD_ said:Release Notes
Pretty sure the GAF Backlash is just this little Wrath of Khan brain louse that crawls into everyone's ear as they start reading Official Threads and causes most of us to subconsciously start seeking that one particularly good negative comment whose point we can use to coyly segue into our own soapbox bitch post.ThoseDeafMutes said:I hope we get at least a good 12 months of love for the game before the whole of Gaf turns on it, ME2 style.
From the next question:RPS: So you didnt look back and think: well, we could have done THAT differently?
Dugas: Well its always easy to look back and say ok, we could have done this or that differently, or why did we do that! but when you are in the midst of actually making things happen its not always so easy to see things clearly. The big disappointment was with the boss fights, because we werent able to bring them to the level quality that we had in mind. That is my disappointment, but in the reality of the past few years, and all the other things we have had to contend with, I think it would have been hard to have the bosses otherwise.
I think the biggest weakness there wasnt the concept of having boss fights, its just that our boss fights are not Deus Ex boss fights and thats why people are complaining about them. I guess we live and learn.
RPS: Why do you think the boss battles didnt work?
Dugas: When we started the goal was to have those boss fights with the same design and rules as the rest of the game. We had our pillars of stealth, of non-lethal actions, and everything else, and we wanted to make sure that was reflected in the bosses, but in the end it was not. Its the place where people were surprised because they would equip themselves in a certain way and then they got their and everything theyd fought for disappeared. You have to change your mindset, which can be upsetting. I think the biggest weakness there wasnt the concept of having boss fights, its just that our boss fights are not Deus Ex boss fights and thats why people are complaining about them. I guess we live and learn.
Should we have cut them? Its a decision we made, we said well at least they will be entertaining in some fashion. The biggest surprise, actually, was having released the game and finding that people thought they were frustrating. Not just that they werent that interesting, but that they were frustrating. The playtesters internally gave us a lot of good feedback for the game, and on the bosses they felt that the fights were entertaining and making you use what you had learned. They didnt say they were frustrating. We knew it was not in step with the rest of the game, but the surprise for us was that the playtesting was correct everywhere but the bossfights. So lesson learned.
RPS: What can you tell us about the forthcoming DLC?
Dugas: The DLC is coming in October. Its going to expand on Adam Jensens story within the story of Human Revolution. It explains a part of the conspiracy. We are getting better with the engine, so we were able to improve the lighting system and the so the DLC looks quite a bit better than the full game! We also have a boss encounter which is more in line with what we were trying to achieve in the first place, so hopefully we will get some good feedback from that. Theres a lot of new content in there, and it keeps the pillars of the main game. I dont want to talk too much about the story, but it happens after the explosion in Hengsha, and you are aboard a boat going to Singapore, and it explains a bit about what happens during those few days.
This, making them part of the world I could completely bypass would have been much better.Dyno said:What boss fights should have been was these 'super-characters' that walk through the entire area with a heightened level of awareness, it's own walking pattern, and the ability to direct other soldiers into areas of suspition. You could engage with the boss at any time of your choosing (unless 'he' choses) and it could be a skirmish or the full fight depending on your actions. There could have been rewards for evading the boss, defeating the boss, and even taking the boss out without setting off alarms.
The bosses should have been force multipliers, adding a layer of difficulty and danger to the entirety of the missions you went on. The biggest, roamiest monster in the dungeon, so to speak.
RPS: Should we expect another Deus Ex game from your studio?
Dugas: I dont know. I wish were able to do another one. I hope we are going to make another one. But thats pretty much it for now.
Kyoufu said:Best part about the game's world to me is in fact Jensen's apartment. It just makes me think of Blade Runner so much. :3
Dyno said:What boss fights should have been was these 'super-characters' that walk through the entire area with a heightened level of awareness, it's own walking pattern, and the ability to direct other soldiers into areas of suspition. You could engage with the boss at any time of your choosing (unless 'he' choses) and it could be a skirmish or the full fight depending on your actions. There could have been rewards for evading the boss, defeating the boss, and even taking the boss out without setting off alarms.
The bosses should have been force multipliers, adding a layer of difficulty and danger to the entirety of the missions you went on. The biggest, roamiest monster in the dungeon, so to speak.
ToD_ said:**Release Notes**
That sounds pretty good to me. I'll believe it when I see it, though.HixxSAFC said:Joystiq reckon the DLC takes between 5-8 hours. Oh how I hope that is true...
HixxSAFC said:Joystiq reckon the DLC takes between 5-8 hours. Oh how I hope that is true...
EschatonDX said:This is exactly how i felt. Played it off the back of WII as well, the dialogue in that game and level structure just blows this away
Certainly not here on GAF.nib95 said:I honestly think The Witcher 2 is under-rated.
nib95 said:I honestly think The Witcher 2 is under-rated. On reflection, it was just a massively successful game in every way. My only real negative was that it wasn't longer or didn't have more content, areas etc. Then again the fact that you can play through it again with a completely different branch of story and game (not just end game finishing either, but the whole second half is completely different) sort of makes up for that.
If my PC wasn't in storage right now, I'd dive back in to it. I haven't had such withdrawal symptoms from a game post completion for many years.
I will say though, I finished China and did the Picus building in Deus Ex yesterday, it was cool. Still highly repetitive, but some nice action moments, good stealth, and some gorgeous vista's from way up high in the towers. Still lacks something though....I think mainly just variety and more character soul. It is addictive mind, as I do want to jump back in.
The_Darkest_Red said:Certainly not here on GAF.
DennisK4 said:
Except, in games since MGS3 you've been able to beat bosses without a lethal approachWonko_C said:I'm probably in the minority but, like the testers, I found the boss fights engaging, very reminiscent of Metal Gear Solid's bosses. Why do I mention this? Because in those games you could also get through with non-lethal stealth but when it was time to fight the bosses, it was a fight to the death, and nobody pointed out that it felt different to the rest of the game.
Since MGS2, actually. And even then, MGS4 is the only one where any of the boss fights have cutscenes for both lethal and non-lethal outcomes (even if it is only againstRaine said:Except, in games since MGS3 you've been able to do without a lethal approach
GhaleonEB said:So, I've commented on how good I think this game is. What I haven't mentioned is how I nearly tossed it back in the box and returned it after the first couple hours. I've mentioned this stuff in the Halo thread (for some reason), but I wanted to consolodate it here.
There are some gameplay features that look for in games, and if they include them, I know not to buy the game because those features bug me so much. I'll freely admit this probobly sounds like I'm super picky, and well, I am. But I'll just pounce on this once, because other than this stuff (and the bosses) I think Deus Ex: HR is a fantastic game.
With Deus Ex, we start as a component stealth character, and the perks (Praxis) we can earn make us an awesome one. But we start as a horrible combat character, and the perks make us merely competent. Weapons feature lots of recoil, and most jarring to me is that we can't even aim straight with a scoped weapon.
The difficulty in using a weapon should come from their situational usage, ammo scarcity, and the capabilities and characteristics of the enemies. Not through artificial mechanics such as a roaming reticule and a swinging screen every time we shoot. This is why I love Halo and don't play most other shooters (and hate bloom in Reach).
Let me explain what I mean with an illustration.
Let's say we have a side scrolling platformer, but the jumping mechanics are really sloppy and hard to control, such that precision jumps are very hard to nail. And then we create a perk tree that lets us upgrade those sloppy controls away.
Alternately, you could have a platformer where the jumping mechanic is nice and precise, and the game is made difficult through level design.
That is what Deus Ex does: gunplay is sloppy and imprecise, but we can make it play in a way that is much less punishing by spending Praxis to fix the gunplay.
My objection is to adding difficulty by removing our ability to have precise game controls. I think that's a cheap way to balance games. To me, it is the opposite of fun. It's cheap because it's a lot easier to make a game difficult by screwing with our ability to aim straight than it is to make smart AI, well balanced weapons and interesting encounters. I'm exasperated by what Deus Ex does because the way they introduce recoil and sway are not needed - they have a solid game to build on. But they muddy the game mechanics anyways.
I'd rather we start out with competant combat mechanics, and then use Praxis to make them great. One random example:
Let's say we start out such that all weapons have iron sights, which are stable. The first Praxis in the Precision tree updates our skills from iron sights to the full-screen smartlinked scope, similar to what we see with the sniper (or Halo) weapons.
Second Praxis doubles the magnification of the scope for those weapons. That would let us start with solid aiming mechanics, but then let us gain skills to use them better.
Instead, we start with gimped aiming mechanics and the Praxis make them normal. I was really frustrated with the gun mechanics in Deus Ex until I had used the Praxis to remove the recoil and roaming reticule when scoped. Now, I get that DX is not a combat-focused game. I'm not wanting to be able to turn it into Halo. I just want to be able to aim and shoot straight.
This concept is one of my biggest pet peves in games. Sorry for the rant.
tl;dr version: The gunplay itself should not be difficult. The difficulty should emerge from the context it is deployed in, rather than the mechanics.
The actual game itself - the encounter and world design - are incredible.
DennisK4 said:Cool jacket, bro.
GhaleonEB said:So far I've gotten past the first boss on a non-lethal (aside from the boss, that is), zero alarm triggered run. I'm debating when and if to bust out my increasingly tempting upgraded revolver. Decisions, decisions.
So...anyone know where a certain gun runner in "Earl Court" is? I've been canvassing apartments and can't find the dude.