Okay guys, you can exhale now.
No-one could believe the Eidos Montreal studio’s sheer audacity when it announced that it was producing a new Deus Ex instalment without the involvement of series mastermind Warren Spector. A truly visionary, ground-breaking and highly influential work when it was released back in 2000, Deus Ex already had its legacy somewhat tarnished by a disappointing sequel, and the announcement of this prequel seemed downright sacrilegious.
It comes as a relief, then, to find that Human Revolution is a triumph: an intersection of inspired design and breathtaking style, built on the still-progressive foundations of the original game, but appropriately evolved for the current generation.
Set in the year 2027, the events of Human Revolution revolve around the matter of augmentation – humans enhanced through mechanical means (think Bionic Six or Man van Staal, if you’re old enough). You assume the role of newly-augmented Adam Jensen, security chief extraordinaire, and follow his quest to uncover the true nature of the terrorist attack in which he lost many of his limbs and miscellaneous bits. As the mystery at the root of the game’s plot expands and branches out into a labyrinthine, many-layered and far-reaching conspiracy, it is supported by an astoundingly rich backstory.
Key here is the broad spectrum of information sources you encounter, from overheard conversations through dozens of collected eBooks to NPCs’ hacked email accounts, Nigerian scam emails and all. What makes this rich narrative tapestry even more impressive is its focus on- and exploration of the ethical- and philosophical issues faced by its world. The result is a story that is – by videogame standards – uncommonly intelligent, mature and believable.
It helps that the world is draped in an alluring future-noir aesthetic that borrows equally from The Matrix and Blade Runner, but it’s by no means just window-dressing: Human Revolution’s level design is consistently brilliant, offering environments that are detailed, intricate and complex enough to always beg thorough exploration. This helps during missions, as many tactical advantages, shortcuts and other bonuses are discovered whenever you veer from the obvious path.
This design approach perfectly complements the gameplay, which is all about the individual choices you make, all of which have significant consequences. While you can tackle Human Revolution as a shooter and swagger your way through it with bombast and a shotgun, the game becomes infinitely more rewarding when you apply a bit of finesse and stealth, properly assessing each situation before deciding on one of the many approaches available to you. A deep and robust upgrade system affords you the chance to handpick the set of augments that define the playing style which most appeals to you, but you can also keep your abilities general enough to ensure that you always have multiple courses of action available. It is commendable that the RPG mechanics are deep enough to satisfy stat-snobs, but never serve to encumber and slow down what is ultimately a thrilling action-adventure.
Also deviating from typical RPG trappings are the missions, which are diverse, complex and multi-tiered enough to keep boredom well away for the full thirty-odd hours you’ll be playing. The side-quests are an especially welcome surprise: instead of the dozen simple fetch-quests per chapter that’s often so typical of RPGs, Human Revolution presents you with a smaller number that rival the main missions in scope and depth, and which always contribute meaningfully to the overall story. This is one of the few RPGs where you simply won’t want to skip anything.
Well, anything except the boss fights, that is. These represent the only times when the game ceases being utterly fantastic, and the inclusion of these uninspired, awfully conventional and just-plain-frustrating sequences boggles the mind. Its sole saving grace is the fact that there aren’t many – just a handful over the course of a pretty long game – so while it somewhat detracts from the overall experience, it’s still forgivable enough to warrant a definite purchase and losing yourself in one of the very finest games you’ll play this year.






















Nice write-up man. I am having a really difficult time avoiding this game…
Why are you avoiding it…?!
Brett: commitment issues, obviously.
He doesn’t enjoy games with first-person camera views.
Jarred, you could just stay in cover the whole time (which shifts the camera to third-person) while playing this. Problem solved!
Yeah, mostly the first-person view at first, but after all the reviews I am not so much put off by that anymore. For now it is more about the fact that there are so many (20 something) games on my to get list.
The Gamer’s Dilemma. Yep, I know it well. I too have dozens of games on my “to-get” list, and dozens more on my “busy-playing” list. I keep resolving to finish them all and even attempt to stop myself from getting new games until the undertaking is complete. But I’ve since learnt that it’s impossible; I can’t resist trying out a new game that interests me or picking up a game at a bargain.
The trick with surviving the late-year flood of games is to only get the ones that are really, really good. Like this one
That trick doesn’t work for me. I must have all sport games, must have them, even the bad ones. Not only does that mean money is spent on them, but it also means far less time for other games, seeing as the sport games don’t actually end.
Non-sport games I need are Gears, Uncharted, Batman and Ico Collection. Deus Ex will have to wait I am afraid… for now.
Definitely my number one game for the year as I’m currently on my third playthrough. Read the Deus Ex: Icarus Effect book, watched the trailers hundreds of times and constantly listening to the soundtrack at work. My desktop, phone and ipad has got the backgrounds, so Deus Ex has been more than a game for me.