Three Different Ways To Start Deus Ex: Human Revolution

By Spencer . March 21, 2011 . 1:10pm

As a demonstration of the multi-solution system in Deus Ex: Human Revolution, Eidos Montreal put together a video of the first mission in the game played three different ways. Before Adam Jensen can recover the Typhoon weapon system he needs to break into a factory.


The first run is straight combat where Adam uses lethal takedowns and shoots everything in his path to the front door. The second play style attempts to avoid combat as much as possible by hiding behind cover points. The third route avoids the main entrance all together.



I tried all of these paths during my hands on with Deus Ex: Human Revolution. You can read more about that and the other choices players get to make in our impressions of the game.


Deus Ex: Human Revolution will be available on PC, PlayStation 3, and Xbox 360 on August 23 in North America.

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  • Looks like is still suffering a little bit from “consolitis” (simplistic interface, too much emphasis in graphics and spectacular killing scenes)… anyway, I hope it doesn’t disappoint.

    • Yeah, that’s the one thing I didn’t care for, seemed that the killing scene totally broke the flow of the game, felt totally jarring, and besides, I don’t want to see some fancy spectacle every time I take a dude down because that would get old fast

  • Guest

    I don’t understand why more FPS can’t be like this instead of pseudo Rail Shooters in their SP 5 hour campaigns..

    • I do not understand it either, as the way DX:HR is described makes it seem like a truly fulfilling experience with the player having actual options.

    • They’re just following the money trail (CoD) so hopefully this one breaks sales records and the industry realizes that compelling gameplay can sell

    • Because not every publisher and developer has paitence to wait for a game like Deus Ex Human Revolution. They see it as quicker to whip out a CoD-esque shooter and hope people will buy it in masses.

      Somewhat though I’m glad FPS aren’t like DEX:HR. It makes the game more special and enjoyable (yes I’m banking on it being great) instead of meerly good. It like why System Shock 2 and even the original Deus Ex are still revered to this day, because there was nothing quite like it.

  • go to 0:55 to skip the useless, yet for some reason they thought necessary press start screen

  • go to 0:55 to skip the useless, yet for some reason they thought necessary press start screen

  • Feynman

    It looks like the Deus Ex 3 devs still don’t quite get why Deus Ex was so amazing. They tout freedom of choice, but they lack the necessary limitations to make decisions carry any weight.

    In Deus Ex, you had a wide array of freedoms, from hacking and lockpicking to guns and explosives, but you had to choose what freedoms you wanted, and how much freedom in that area you desired, by spending skill points. Your character might be able to hack anything, but that would come at the cost of other skills. Because of this, you had to case an area carefully in order to deduce what path would make the best use of your chosen abilities.

    Because of this, every decision was important, and what decisions were good or bad depended entirely on how you built your character. A stealthy approach through the back door might be a great decision for character build A, but a terrible choice for character build B. A hacking expert may be able to effortless turn off a turret from a computer terminal, but somebody with high lockpicking and electronics will be better off unlocking a grate hatch and going around.

    In Deus Ex 3 on the other hand, these decisions lack that kind of importance. Without the skill point system in place and a character that can do anything, there is always a “best way” and a “worst way” to overcome an obstacle. If any player can always hack the terminal that turns off the automated turrets, then there is no reason NOT to. It becomes the “correct” decision by default. Decision aren’t made based on what the best thing to do for your own character is but instead based on “well, I can do this and it will be better, so I will do that unless I arbitrarily don’t feel like it.” Lame.

    In Deus Ex, you could pick up nearly any crate, particularly when equipped with the Microfibral Muscle augment. This allows for some truly organic solutions to problems. One area contains a gate that you normally cannot pass without killing (or knocking out) a guard to obtain the key. However, a clever player can backtrack through the level, and bring back crate after crate, building an impromptu staircase in order to vault over the wall without the guards ever knowing what happened.

    Deus Ex 3 on the other hand has magical glowing crates to show you special items you can interact with? That’s crap. “Oh golly, this crate is glowing, guess I better move it somewhere.” There’s no moment of realization, no thought involved. Instead players are prompted into action by a glowing object that they respond to.

    Oh sure, Deus Ex 3 has story-changing choices, but that’s not what made Deus Ex great. Deus Ex was great because of the intense level of simulation-like detail that went into how the player could interact with objects in the game (and why they would do so), creating a organic approach to gameplay not unlike Super Metroid. Deus Ex 3 on the other hand appears to be taking the Deus Ex 2 approach, offering a handful of predetermined branching paths that flow in a very robotic, linear manner.

    • That’s only a tutorial level, can’t base the entire game on that, how about wait until the game is out before you make such judgements

      • Feynman

        Simply the knowledge that they’re not implementing a skill point system is already enough to significantly reduce the game’s ability to match the level of depth in the first Deus Ex, Combined with previous developer comments, a worthless regenerating health system, the current industry trend of streamlining things until they’re so simple a caveman could do it, and the “oh look objects I can interact with glow from a mile away” mechanics, I feels my assumption is a safe one.

        I love Deus Ex, and I want nothing more than to be wrong about my fears that this game will be another BioShock bait-and-switch that claims to be a successor to a renowned game yet completely ignores everything that made it’s inspiration great. I really want to be wrong, because I think the world desperately needs more games like Deus Ex!

        Everything I’ve seen of the game so far strongly suggests that I’m right, though.

    • Ereek

      Honestly, from what I’m reading, it sounds to me like you would only be happy if the game is basically a carbon copy of the original game. I understand disliking some design choices, but you’re literally complaining about every single change.

  • PrinceHeir

    oh my god it looks awesome :D

    though i hated the regenerative life(why not health packs or syringes or even rations or food? though since they explain that the nanomachines regenerates every cell due of the technology they have so it’s kinda make sense but still) and the glowing parts that you can interact with. it breaks the exploring part, i mean it’s basically saying “here i am”

    still can’t wait for this, still bummed that it’s not 3rd person :(

    i know the series is first person but this kind of game itself fits 3rd person.

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