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View Full Version : The missing link... missing a lot of things



Amaryl
20th Dec 2013, 18:16
I've been awed throughout HR. How those guys completely understood the Cyberpunk atmosphere, how they perfectly blended elements from Steampunk into the Cyberpunk atmosphere; the clothes, buildings, the lights, the music, the whole design: WAW really.
I spent a lot of time just looking though windows, listening to the music... and not only in Jensen's apartment. By the way, walking through this apartment was perfect to illustrate Cyberpunk and Steampunk to my girlfriend.

It's not perfect thought. The first time I went out in Detroit's streets, I was really disappointed that the the whole city was made of short, narrow, dead streets. It felt more like I was in Dogville than in Blade Runner. Hengsha is of better quality, even if, with time, I learned to appreciate Detroit, which contains some really nice buildings.
I wanted to live in this game.

I did the game twice and a half. And then I was really happy to see that there was an add-on called "The missing link". Then I played it. I almost gave up on this game after 20 minutes. What the heck is this? There is nothing of HR's soul in it. It was just boring and pointless from A to Z. It seems to me the team that developed it is completely different from the one that developed the original game. I hope so. Because now, we know they started the development of the next game and I expect a lot from it. I saw this is easy to make either a masterpiece or a complete crap out of the same materials, and I'm very concerned the next game won't meet my expectations.

Am I the only one thinking this way?

Shralla
20th Dec 2013, 21:12
Most people (around here) are in agreement that The Missing Link is in fact the strongest part of Human Revolution. It more accurately captures the nature of the franchise, limiting your aug usage and installation and forcing you to make more meaningful choices. Additionally the gameplay space was better than any of the "missions" you went on in the main game, the level layout was better and didn't fall victim to the same "everybody can go everywhere regardless of aug choices" that the main game did. Plus you had bad guys with far more character development than any from the main story, with much more reason to sympathize with them, something that Human Revolution was decidedly lacking in. The story was better, the characters were better, and the gameplay was better. I wish the whole game had been more like The Missing Link.

I personally see all the soul that was missing from Human Revolution being present in The Missing Link.

SageSavage
21st Dec 2013, 06:01
I personally see all the soul that was missing from Human Revolution being present in The Missing Link.

I agree.

CyberP
21st Dec 2013, 10:32
I disagree.

There is choice and consequence in the aug system purely by coincidence- rehashed system, 8 hour long dlc.

Level design...OK, for a boat and an offshore rig the level design was satisfactory, though the rig could have been better.

Gameplay was the same though when it comes to mechanics and systems, which annoyed me.

What was good was the story, the handling of the boss and the toned down gold theme. Gary Savage showing up there was nice also.

Amaryl
21st Dec 2013, 18:02
When I talk about HR's soul, I mean the whole cyberpunk atmosphere. To my opinion, this addon make the game looks like a mundane infiltration game.
I played it all in Deus Ex mode without thinking too much about my aug choices. I was bored with going from A to B, then from B to A, and then A to B again to complete the missions; then I put one bullet in the "boss'" head, end of the story. I didn't see the "meaningful choices" you are talking about...

Berr
22nd Dec 2013, 02:02
Maybe you were missing the urban spaces / city hubs in the TML? Those were the areas that had the strongest cyberpunk feel to them in the main game for me.

I thought DX:TML was really excellent, but even so I missed atmosphere of the city hub areas.

SageSavage
22nd Dec 2013, 03:17
I thought DX:TML was really excellent, but even so I missed atmosphere of the city hub areas.
I agree with that too. :)

Ieldra
22nd Dec 2013, 11:58
I agree wtih those who missed the atmosphere of the main game in The Missing Link. It's one of the greatest attractions of DXHR. Also, hacking got extremely annoying in TML with the limited availability of Praxis Kits and XP. In the main game, you can configure your augmentations so that hacking remains reasonably fluid while not skimping too much on abilities that let you go places, or in some areas of the cities, you can come back later when you're improved. Not so in TML. For a completionist like me TML has its frustrations. In any other respect, I like the gameplay and the story. The location, not so much, though the atmosphere in the outdoors area of the ship is great.

Shralla
22nd Dec 2013, 12:30
For a completionist like me TML has its frustrations.

Not to sound like an old coot or anything but the game is a continuation of a franchise that began with an element of choice, rather than one of options. There was quite literally no way to see every area of the original Deus Ex in one playthrough, as far as I know. I could be wrong, but even if so, it was incredibly difficult to do so.

Ieldra
22nd Dec 2013, 13:30
Not to sound like an old coot or anything but the game is a continuation of a franchise that began with an element of choice, rather than one of options. There was quite literally no way to see every area of the original Deus Ex in one playthrough, as far as I know. I could be wrong, but even if so, it was incredibly difficult to do so.
Difficult? I didn't find it so in DX1. The only reason I ever missed an area was because I didn't want to spend the lockpicks or e-tools (which I nonetheless had). The story-dependent availability of augs also meant that levels didn't have areas you couldn't get to without a certain aug before you could get it.

Also in the DXHR main game, you can get everywhere if you spend your Nuke Viruses and Stop Worms freely. In TML, you can't without lots of reloads. Maybe in the main game, I missed a few things in the manufacturing plant because I didn't get the jumping augmentation or the wall punch early enough, but that's the only area I can think of. The good thing is that the only other area where things could get difficult is one you can return to. The main game was much less frustrating.

CyberP
22nd Dec 2013, 14:13
I don't remember having to walk away from an area in TML?

As for DX1, you can explore everywhere but damn you have to have "the gift" or something to find every single secret in your first playthrough. No, it takes many playthroughs to discover them all.
But still, there is no area locked down by aug/skill choice, there is always an alternate solution. What is all about choice is skills, weapons and mods, augs and aug upgrades, goals, dialogue and reactions, as it takes many playthroughs to experience them all.
GMDX changes this a little, to make some things a worthy option to take. You absolutely must have Swimming or aqualung to swim in some places rather than just activating regen or using rebreathers. You must have environ skill or environ resistance to explore irradiated areas rather than running through with regen activated and so on. Damn regen made many choices redundant.

Ieldra
22nd Dec 2013, 16:39
You don't have to walk away, no. But if the access is through hacking, you may not be able to do it without reloading a lot since you don't have a good supply of software and you don't have the praxis points to spare for stealth hacking until very late in TML.

Didn't know about GMDX, thanks for the info. I may try it some of these days..

Lady_Of_The_Vine
22nd Dec 2013, 18:53
I like the thread title.., :D

CyberP
23rd Dec 2013, 03:58
You don't have to walk away, no. But if the access is through hacking, you may not be able to do it without reloading a lot since you don't have a good supply of software and you don't have the praxis points to spare for stealth hacking until very late in TML.

There is a design oversight with hacking where if you back out at any time and go to hack again the number of attempts is refreshed. It is really hard to fail at hacking. Even if all attempts are depleted...what happens then, temporary lockout and an alarm isn't it? So nothing you have to walk away from or reload whore for (boo. Accept the consequences of your failure!) as long as you have the required capture level.


Didn't know about GMDX, thanks for the info. I may try it some of these days..

I only recommend it if you enjoy a challenge. A real challenge on hardcore mode.

icleus
2nd Jan 2014, 16:51
I'd like to say Missing Link is a bit underrated compared to the rest of Deus Ex HR. You can see how much more potential DX:HR could have been through this DLC. The Directors Cut was really great to listen to all the Devs talk about their time through developing the game but overall it was heartbreaking. There was just so much content that was cut from the game.

Missing Link had some big mistakes though. I know the devs did apologize for the backtracking but it was bad. From all the big no-nos in gaming that they avoided, they really should have avoided this one. It hurt the immersion and experience of the game because now the player will feel like this is simple game at that point having to spend time with unnecessary travel and four loading times.

Best part of the DLC was the last room in the secret lab. Won't give too much details but that's the more memorable part of the game and it really does stick. It's the side of Deus EX HR that was never fully shown but always there in breadcrumbs. This threw the bucket of blood on the player's face and show them how bad things really are.

One thing that was disappointing in Missing Link was the music. It was not remember-able at all. Compared to Sarif Industries, Jensen's apartment, and FEMA those had music that created a powerful atmosphere. Missing Link should have had music like when entering FEMA's base for the first time. Something like surprising/serious and all about survival. Something that says Belltower and you get a feel of how powerful they really are. They are the Muscle of the entire GAME!

Finally I would like to say about the boss fight. It was better than other boss fights in DX:HR but I felt like it was not as good as it could have been. As the player you have just killed/incapacitated like a thousand Belltower troops prior to this fight so seeing more troops in the boss offered nothing new. The devs mentioned about adding new enemies in Directors Cut but couldn't find an appropriate place that would take away from DXHR. Although I agree, I also disagree that there could have been brand new troops in this boss fight. It would make sense if Bruke had a special forces team.

His team of five with Bruke should have all had special abilities. They should have been really tough and act like special forces. For example, the sniper could have an active long constant cloak and then hide to recharge it. His gun would NOT have a laser on it to give his position away. Simple things like that would make the player completely rethink their situation.

If the player gets in combat then one of the team members is a Special Forces CQC specialist that would sneak up on the player cloaked. You would think that Jensen wasn't the only guy in the whole Deus Ex universe who had lethal blades or a deadly weapon as an augmentation. This would be an experience to the player. If this special forces guy gets behind you then for the first time the player would get to watch a de-cloaking LETHAL TAKE-DOWN and Jensen would be the victim. If I was playing and witnessed that I would have **** myself. That would have been an experience. Vision aug or even mines would have a life saving purpose at this point that, or the enemy could shoot/avoid your mine.

Give one of the team members a grenade launcher or rocket launcher. The heavy could have had the giant laser cannon. Enemies not showing up on your radar correctly or at all. Enemies that show up on your radar but are decoys or traps. Having the lights completely shut off and enemies have night vision augs (Green/Red eyes).

Tweaks and twists like these would offer much more to the player. You want the player to feel "oh ****! what the hell is that? I've never seen that before."

CyberP
2nd Jan 2014, 18:03
Missing Link had some big mistakes though. I know the devs did apologize for the backtracking but it was bad.

Backtracking, in moderation, is nothing the devs should apologize for. TML was fine in that regard.

Shralla
2nd Jan 2014, 18:46
I was going to say, since when is backtracking a "no-no in gaming"? Last time I checked, backtracking was a classic part of several different types of games, most notably Metroidvania style platformers.

muffinman123
11th Jan 2014, 23:08
if you did some preparation, like getting the eyeball in advance, you can skip some backtracking. there are also password list on wiki if you don't feel like upgrading your hacking capabilities. but if you have the bot control and cloaking upgrades, the backtracking section is particularly easy.

I have more problem with the story than the gameplay itself

Spyhopping
12th Jan 2014, 17:57
I really liked the missing link. Great characters, exciting conspiracy-hunting story, lovely environments (especially the rolling waves and rain on deck.). The only real bad part for me was that I wasn't able to include it in my first playthrough of HR.