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View Full Version : Favorite moment(s) from DE - *SPOILERS*



IDAFT
14th Jun 2014, 19:37
So what is your favorite moment from the Deus Ex series. For me it has to be saving Malik (should you do so), there's nothing clichéd about it, you basically have 2 minutes to save her, I've never seen anything so stylish in a videogame.

WildcatPhoenix
14th Jun 2014, 20:03
So what is your favorite moment from the Deus Ex series. For me it has to be saving Malik (should you do so), there's nothing clichéd about it, you basically have 2 minutes to save her, I've never seen anything so stylish in a videogame.

Too many to choose from. I'll pick five (all from DX1, alas):

(1) The 747 confrontation with Lebedev and Anna. One of the first times I ever felt completely unsure of what to do in a videogame.
(2) Fighting my way out of the MJ12 facility and realizing I was standing... in the basement of UNATCO HQ. Took me completely by surprise. I remember being completely devastated at the time, and oh boy, was Manderley gonna pay.
(3) The first time I stepped out in to Wan Chai market. It seems silly now, but at the time, OHMUHGAWD LOOK AT ALL THESE NPCs! It felt like there was an actual living, breathing world going on around me.
(4) Descending the elevator in VersaLife Hong Kong and seeing the MJ12 hand/globe statue for the first time.
(5) The entire OceanLab mission. On my first playthrough, I just adored the music, the atmosphere, the writing, etc. And of course, the confrontation with Simons at the end.

EricaLeeV
14th Jun 2014, 20:03
Saving Paul in the original Deus Ex. Hands down.

It can happen in so many ways with so many branching paths to end the situation. Even more amazing is that would have been where you could have even chosen whether you wanted to stay with UNATCO or not if the devs had gone with that route (why they didn't, if it was time or resource constraints, I'm not sure).

Either way, you had a relationship with the guy and the whole scene was symbolic...a huge turning point for the game's storyline.

WildcatPhoenix
14th Jun 2014, 20:12
Crap, I forgot my actual top favorite moment:

Exploring the abandoned DuClare Chateau with Nicolette while Icarus whispers creepy things in my character's ear, all set to my favorite musical track in the game. Just doesn't get any better.

CyberP
14th Jun 2014, 20:30
Deus Ex:

-Stepping onto the streets of Hong Kong & later infiltrating Versalife.
-DuClare Chateau. Same reasons as Wildcat.
-Morpheus Conversation and various others.
-Nuking Area 51 & then infiltrating the bunker.
-Ocean Lab
-The big twist, waking up in a cell in location unknown.
-Complexity & depth of the game as a whole, as well as the special approach to design.

Invisible War:

Cant say I find any plot points, the gameplay or music very memorable, but when I think of this game I think of the amazing atmosphere. Best atmosphere in the series imo.
Actually the Arcology in the Medina was quite awesome, but the loading screens almost killed it. Only game where loading screens actually got to me a bit.

Human Revolution:

-Exploring Detroit & Hengsha (first playthrough) was lovely, but they don't hold up on subsequent playthroughs gameplay-wise, though that's partly to do with the game's systems, not just the level design. They still maintain good atmosphere and look amazing though.
-Pangu
-The later boss conversation battles (Taggart & Darrow).

Human Revolution didn't have many memorable moments. More than IW though.

AdrianShephard
14th Jun 2014, 20:46
Every instance where JC acts like a total badass.

Some examples:

"You've got ten seconds to beat it before I add you to the list of NSF casualties."
"You mechs may have copper wiring to re-route your fear of pain, but I've got nerves of steel."
"Some gang-banger, maybe you should think about going back to school."
"Maybe I'll cap his ass, too"
"You're gonna burn alright."
"I can't speak for command, but I'm gonna clean the place out."
"Just give me the LAM, punk."


Ah and of course the awesome music :D

OneUp77
14th Jun 2014, 21:38
From Deus Ex:
The Lucky Money Club.
The two triad groups duking it out.
The Paris Catacombs

IW:
NG Resonance and her quests
The Gresal pit fights
Templar takeover of the Archology when returning to Cairo.

HR:
Infiltrating Tai Yong
The police station
The Hive Club

CyberP
14th Jun 2014, 22:03
I've never seen anything so stylish in a videogame.

And herein lies Human Revolution's biggest problem: style over substance.

But now for some praise: HR did death in First Person Perspective, whilst DX1 did it in TPP. I've been meaning to mod that for a while now. I think the devs took a shortcut there because it was easier to cut to third person than have the player fall down in first person and have the hand model follow realistically and it isn't a HUGE issue as you are dead, at this point you are taken out of the game quite literally, and back to the menu. But I still like the way HR did it, which was more simulated.

Hmm, did HR have the hand/gun model follow realistically? Don't remember. I should take a look and try to replicate it for DX1. Oh and...NEW CONTENT to discover in HR: what happens when you die when in cover? Cover is easy mode so it's never happened to me. I'm assuming it just cuts back to first person though.

zwanzig_zwoelf
15th Jun 2014, 02:10
bro my favorite moment is where you die in deus ex 3 you hear like ring ding ding wuub wuub and fall down and see your hands with blue cracks and screen goes red and ringdingding goes faster sorry if im wrong i dont remember exactly from which deus ex game it was from :)

-Neon-
15th Jun 2014, 03:53
DX1: Entering Chateau DuClare (you uncultured swine! jk jk) and actually feeling sympathetic for Nicolette (seriously if you didn't like that level don't talk to me)
Getting the code to the elevator into MJ12 labs from that nervous office worker at VersaLife
Getting that final call from Paul (in the event that you saved him) while in Area 51

Didn't play Invisible War.

Human Revolution:
DAT E3 TRAILER ALWAYS EPIC
This scene right here because damn that music is great:

http://37.media.tumblr.com/174a587f20f29f58c6f3a8fc13810d71/tumblr_mmnjcfODBw1qioqtlo3_250.gif

http://24.media.tumblr.com/f156e76e71ed90ab41bc8c2e3cdc8c81/tumblr_mmnjcfODBw1qioqtlo4_250.gif

AlexOfSpades
15th Jun 2014, 03:55
bro my favorite moment is where you die in deus ex 3 you hear like ring ding ding wuub wuub and fall down and see your hands with blue cracks and screen goes red and ringdingding goes faster sorry if im wrong i dont remember exactly from which deus ex game it was from :)

http://community.us.playstation.com/t5/image/serverpage/image-id/299600i37C723C38DACD54B/image-size/original?v=mpbl-1&px=-1

kidding i luv u zwoelf

zwanzig_zwoelf
15th Jun 2014, 04:12
http://community.us.playstation.com/t5/image/serverpage/image-id/299600i37C723C38DACD54B/image-size/original?v=mpbl-1&px=-1

kidding i luv u zwoelf

bro i found it
jZZ0JUuuMww
bro seriously if it wasnt for em id vote for crystal dynamics to make next deus ex they know how to make a good deus ex game and keep me entertained tho here are no death screens i think

Darthassin
15th Jun 2014, 06:13
All moments mention by you guys before 8D

Jito463
17th Jun 2014, 14:59
Saving Paul in the original Deus Ex. Hands down.

It can happen in so many ways with so many branching paths to end the situation. Even more amazing is that would have been where you could have even chosen whether you wanted to stay with UNATCO or not if the devs had gone with that route (why they didn't, if it was time or resource constraints, I'm not sure).

Either way, you had a relationship with the guy and the whole scene was symbolic...a huge turning point for the game's storyline.

Ironically, for the longest time, I never realized you could save Paul. I always snuck out the window, and climbed up to the roof, never realizing that doing so triggered Paul's death. I just assumed it was a given that Paul died, heh.

EricaLeeV
17th Jun 2014, 15:22
Ironically, for the longest time, I never realized you could save Paul. I always snuck out the window, and climbed up to the roof, never realizing that doing so triggered Paul's death. I just assumed it was a given that Paul died, heh.

Yeah, a lot of people felt that way, which is really cool in my opinion, because it shows how much the game can surprise you. For many this was the first instance of "wow this situation's outcome depends on me" even though there had previously been opportunities for change earlier in the game as well.


Luckily for me, when I first played this game a few years ago I was aware of it's different options in story and gameplay so that moment hit me hard.

Jito463
17th Jun 2014, 16:07
My main criticism of this section, is that Paul is "too weak" to make the climb to the roof, but he's pretty much invincible against the entire army outside the hotel door, so all you have to do is hide and let him fight his own way out. They definitely goofed up that part of the game.

EricaLeeV
17th Jun 2014, 16:18
Oh absolutely! It's hilarious.

Another one of the reasons why I love the game is because of ridiculous moments like that (much like how you can't kill certain key characters at any time). See, when people start to talk remake I often think of how the "goof" will be affected. Would the charm be lost if you really did have to help Paul out during that sequence? Would it become an escort mission; which is a gameplay option that many people utterly hate? Or would the act of really helping out Paul immerse the player more in the story?

CyberP
17th Jun 2014, 16:29
My main criticism of this section, is that Paul is "too weak" to make the climb to the roof, but he's pretty much invincible against the entire army outside the hotel door, so all you have to do is hide and let him fight his own way out. They definitely goofed up that part of the game.

I've fixed this. I had the exact same thought.


See, when people start to talk remake I often think of how the "goof" will be affected

The "goof" for the most part was not in the devs intentions, certain dialogue options and other minor things aside. Low budget (by today's standards), old tech, the devs were held back. I really want to see another Immersive Sim from Spector with a big budget, modern engines and full creative freedom.

EricaLeeV
17th Jun 2014, 16:38
The weird secret things in the game...the bad voice acting...the odd one-liners. All of these I would consider part of the "goof". Still wonder how the feeling of the game would be without them.

CyberP
17th Jun 2014, 16:40
The weird secret things in the game...the bad voice acting...the odd one-liners. All of these I would consider part of the "goof". Still wonder how the feeling of the game would be without them.

Oh yes, all that, and what tops off the goof for me is the AI/NPC behaviour. Pathfinding issues, terrible animations, no ragdoll physics etc. The NSF are hilarious.

But the devs still wanted it to be a simulation, and if they took another attempt today they'd be able to pull it off much better, though I'm sure there'd still be a bit of goof in the dialogue or easter eggs because it's meant to be an entertaining simulation (of course).

WildcatPhoenix
17th Jun 2014, 17:12
Oh absolutely! It's hilarious.

Another one of the reasons why I love the game is because of ridiculous moments like that (much like how you can't kill certain key characters at any time).

This kind of thing is always going to be a challenge in a game that tries to account for variation in playstyles. Let's face it: it's almost impossible for the developers to account for every single possibility in player behavior (why should they waste time making a storyline branch where JC inexplicably murders Paul or Manderley or Gunther during the first Liberty Island mission, for example?)

So you either make key characters invincible, or you put them behind some barrier (Invisible War tried this approach, and it was dumb), or you just never have them come face to face with the player character. No matter what approach you take, it will always be possible to "break" the game. All I ask of developers is to account for relatively logical behavior, and don't bother with those who are just testing the limits of the game engine/scripting.

CyberP
17th Jun 2014, 17:18
(Invisible War tried this approach, and it was dumb)

I disagree. It's excellent for simulation. Thing is they were just lazy with it in IW and spammed it everywhere.
If using it once or twice for vital characters? Perfect.

Fallout: New Vegas did it much better, that being only where necessary: the Gun Runners robot. It's the only shop/vendor in the game you cannot kill and rob, and for
good reason.

A similar simulated approach is the holo projectors in both Invisible War and DX1.

Looking Glass design <3

Dev_Chand
17th Jun 2014, 17:34
I haven't played either Dues Ex, Human Revolution or even Invisible War, but I'm watching an lp of Dues Ex now, and there's one part where the player takes down 4 doses of zyme, and then downs 1 robot and several soldiers before going to the metro and surrendering.

http://www.youtube.com/watch?v=E92cDdFEAkw&index=17&list=PLp-wjw6lssYmi0-9SAa0vfwscKQvX64iN

Around 10:29.

AdrianShephard
18th Jun 2014, 18:06
I also love the Hong Kong market area...the place just seems so alive!! The hooker (or whatever) being shunned from the different vendors, the kid intimidating the newspaper seller, the Red Arrow member giving money to the police to kill you --and none of this is player triggered. I actually felt more life in this 14 year old game than any place in HR.

CyberP
18th Jun 2014, 18:10
and none of this is player triggered.

It's all player triggered.

I know what you mean though, it's done organically/convincingly...to some extent. Pass through the market later though and nothing is going on.
Hmm, that gives me an idea...

AdrianShephard
18th Jun 2014, 18:22
It's all player triggered.

I know what you mean though

I looked at what I wrote and thought to myself "would people understand my terminology?"

For those who don't get it, I'm refer to "player triggered" as going up to a NPC and using the action button on them.

Tverdyj
19th Jun 2014, 06:13
The original:

Discovering the MJ12 base in the Hell's Kitchen's sewers

-Wandering around Hell's Kitchen, trying to figure out "how do I get to the warehouse?"

-Getting out of the MJ12 helibase after a serious firefight and escaping a shooting drone...and then into Wan Chai Market, with the only thought being "what the hell do I do now?" I think the first time I played I met with Max Chen first, and went into the canals, and then spoke to Maggie Chow, and did pretty much everyhting EXCEPT talk to Gordon Quick.

-In the Ocean Lab-realizing I can just whoot Simons without talking to him first.

IW didn't really have a jaw-dropping moment. I remember meeting the real NG Resonance in the Cairo airport and being very tempted to kill her, because she was some much less cool that the digital version. I remember the frustration that I can't have hacking AND cloak at the same time.
The levels of IW were too small to impress. The only real cool idea IW had was weapon mods and addons-like the addon to destroy glass without settign off an alarm.

HR:
Yuzhao district, once I got my new toy, the ILS. The rooftops.

Also, wondering the Alice Garden pods, and taking in the life stories. And then the anger when Belltower showed up. I didn't care for the story, I REALLY didn't care for Megan, but those people, they really got to me.

As a memorable piece of design-the conversation battles.