Captain Falcon Posted February 12, 2012 Posted February 12, 2012 As I said above, I went for non lethal at every opportunity. The only times I used a gun were in the pre-credit sequence, the boss fights, and the bit at the end with all the crazy people after I got fed up of trying to take them all down by hand. I did feel quite guilty with every shot I fired in that section though. @Shorty - you're right about Jenson not feeling like the kind of guy to kill anyone, especially given the whole Mexicantown incident that caused him to leave the police. One little touch I fought was nice was how security cameras were handled. The fact that being spotted by one wasn't an automatic alarm situation as how is a camera going to know if you are friend or foe - someone has to be monitoring it to make that call. Also, that shooting one out actually drew guards to the location instead of suddenly treating it as if it was never there like in most other games.
MoogleViper Posted February 13, 2012 Posted February 13, 2012 I chose to kill everything. Even when I used a non-lethal takedown, I quickly followed it up with a bullet to the head, BECAUSE THAT'S WHAT I'M LIKE!!!
Dan_Dare Posted February 14, 2012 Posted February 14, 2012 As I said above, I went for non lethal at every opportunity. The only times I used a gun were in the pre-credit sequence, the boss fights, and the bit at the end with all the crazy people after I got fed up of trying to take them all down by hand. I did feel quite guilty with every shot I fired in that section though. @Shorty - you're right about Jenson not feeling like the kind of guy to kill anyone, especially given the whole Mexicantown incident that caused him to leave the police. One little touch I fought was nice was how security cameras were handled. The fact that being spotted by one wasn't an automatic alarm situation as how is a camera going to know if you are friend or foe - someone has to be monitoring it to make that call. Also, that shooting one out actually drew guards to the location instead of suddenly treating it as if it was never there like in most other games. I went for mostly non lethal, but role played the kind of situations where I felt Jensen probably would kill- namely the times you fight the mercs and corporate goons responsible for his disablement and the deaths of his friends. No cops, no civilians or otherwise innocent characters whatsoever. Think I might have killed in self defence too when I was surprised. I really like this game but it wasn't without niggles- I felt that the xp system was fundamentally flawed for one thing and definitely produced more xp for one particular play style over another, but I also had issues with the energy system, which was near impossible to manage or maintain more than one cell over any kind of time. They were pretty serious flaws (More so because the solutions for them both seem so obvious after just a few minutes of thinking) but it shows the quality of the game that you can learn to live with them. Great game, hopefully leading to a better sequel.
Shorty Posted February 14, 2012 Posted February 14, 2012 Yeah those flaws were a pain. Swing one punch and you need an energy bar to recover. Choose to find codes instead of hack consoles and get 0xp for your troubles. Even if I had the code, I would always hack the console for the experience.
Dan_Dare Posted February 14, 2012 Posted February 14, 2012 Exactly. Non lethal takedowns should have cost like...85% of the bar (so you could combo it with silent movement for a moment before striking, for example) and rather than the hacking getting you xp, getting inside the room or whatever should have been the reward. Especially as you could smash through walls to get places....
Sheikah Posted February 14, 2012 Posted February 14, 2012 People would still have hacked for the XP nodes even if you got the script kiddie etc. reward for having the code. You're right in that the XP was unbalanced for certain things. Although I can understand getting greater rewards for stealth given it's generally harder/more skillfull than wiping everyone out with a gas grenade. Although at the same time somewhat unbelievable. If there were 5 guys standing next to each other in a room you probably would roll in a gas grenade. But hey, it's probably more fun to stealth it and realism can go to hell. I think it's brilliant how they add many ways to get past a room, personally. Wish more games were like this. Also it's a little odd that the stun gun essentially uses up a single ammo and does the same thing as a takedown. Yeah, takedowns should have cost less.
Ganepark32 Posted July 23, 2012 Posted July 23, 2012 Another bump as I picked this up new for a tenner last weekend and have just finished it. Have been wanting to play it for ages but something else always took my money but for a tenner, I wasn't going to pass it up especially after the major disappointment that was Kingdoms of Amalur. And thankfully, I really enjoyed the game despite some annoyances. For the most part, I played it stealthy, using non-lethal takedowns but when as I'd killed the enemies during the first part of the game before you get augmented, knew I wasn't getting the Pacifist achieve so resorted to killing occasionally at the end, and for saving Malik which was proving to be a right pain when I tried to do it non-lethal, although still used mainly the stun gun and tranquiliser rifle. Loved that it gave you that freedom to play it how you wanted though. Do you look for vents/windows and try sneak in or find a breakable wall to create a distraction or go in guns-blazing. There was one part near the end (in the underground car park in Hengsha) where I hacked one of the movable turrets and basically picked it up and walked through the place carrying it and letting it pick off enemies Main complaints really were the boss battles (urgh... did they really need these. I suspect the ones in Syndicate will pan out similarly when I decide to get round to playing that), controls which were a bit odd in some of the button allocations and the visuals. Art direction was good for the most part (some areas could have done with changes but generally, the mish-mash of futurist and renaissance was nice) but technically, the game looked a bit on the poor side (did see lighting loading in when I moved to look at a window and then it pop out when I looked away for instance). But yeah, really enjoyed it. Hopefully get the Missing Link DLC downloaded at some point this week. Anyone have any thoughts on whether that's worth a go? Probably get another playthrough going as well to see if I can go through it without killing anyone and without setting off alarms.
Magnus Posted July 23, 2012 Posted July 23, 2012 The Missing Link is alright, but it gets a bit repetitive as you have to make your way through the same areas several times and there's really nothing in the DLC that wasn't done much better in the main game (well, the boss fight wasn't as frustrating). If you're really itching for some more Deus Ex it might be worth playing, but you're not missing much if you decide to skip it.
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