Level design also deserves quite a bit of kudos because the team at Eidos Montreal didn't build "levels" in the traditional sense. Be smart about how you use your environment, and it's possible to get through pretty much any area in the game without suffering so much as a scratch. Even as an augmented transhuman, bullets still hurt, and you can't take more than a few before going down. No matter if you are taking the stealth angle or the more "direct" approach, cover is inherently useful. The cover system is naturally integrated, allowing you to use just about any large item as cover.
Although the Xbox 360 controller does feel a bit crowded from time to time (a few more buttons would have been nice), the game always felt responsive and rock solid in terms of control. Even completing said quests is at your discretion, with the game giving you the option to lie to the quest givers and hold back certain items for yourself.įlexibility in gameplay wouldn't work if the underlying mechanics weren't solid, but that's not a worry here. Some of the side-quests are presented to you directly, while others you have to come across in the world at large.
SIDE QUESTS DEUS EX HUMAN REVOLUTION FREE
While the main quests and side-quests are called out in the game's HUD, you are free to ignore the side-quests. The magic of Deus Ex: Human Revolution is that every single choice in the game feels organic. Much like Alice venturing into Wonderland, we were quickly enthralled with seeing exactly how deep the rabbit hole went. After playing through on the quick path, we went back and started over, giving it a go with different choices, exploring new areas and trying new strategies. This flexibility in gameplay was backed up by our own experience with Deus Ex: Human Revolution. Among the 15 or so press members in attendance, each person had seen something different.
After finishing dinner, the PR folk came around and asked everyone which parts of the game they had seen to ensure no spoilers leaked out. Perhaps the best example of the game's flexibility came at the end of our visit to Eidos Montreal two weeks ago.