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A solid example of a significant pitfall in transmedia storytelling: assumed orientation to a story world. There's little to rope in new fans to the Universe of Deus Ex, and those who haven't played or know about Human Revolution and its ending will be particularly lost. Don't come in expecting a precede. For those of us who are existing series fans, it's a disposable, largely inconsequential little yarn. Home Discussions Workshop Market Broadcasts.

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Store Page. Global Achievements. IW was my first Deus Ex game. It was one of my favorite games before I played the first one. I just bought it a long time ago because I heard some good things about it. Probably one of the better decisions I've made aswell as Thief DS. On it's own it's actually a really good game. Replaying it now I'm not enjoying it all that much.


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I still like the story and I thought the endings were interesting. It seems like everyone hates it but it is what got me into Deus Ex. Showing 1 - 15 of 26 comments. Started with the first Deus Ex, but it's so long ago that I barely remember it. I might have played it a couple of years ago, dunno. Invisible War, despite it's massive shortcomings, is actually a decent game.

Deus Ex: Mankind Divided Soundtrack - 21 - Prague #2 (Ambient)

While JC Denton was trained from an early age as a counter-terrorism agent and fitted with advanced, discrete nanoaugs, Jensen is thrust into the events of Human Revolution against his will, and his body is constantly fighting against his new implants. He, and other augmented humans in this dystopian world, need a steady supply of an expensive drug called Neuropozyne to prevent their bodies from rejecting the augmentations and killing them.

Deus Ex: Human Revolution

You can also upgrade the Hermes Cybernetic Leg Prosthesis to jump to superhuman heights, opening up new ways to sneak into places. Stealth is the most satisfying way to play Human Revolution, with multiple paths through the sprawling levels and plenty of vents to squeeze through. Or use the Typhoon Explosive System to turn yourself into a human grenade, unleashing a blast of lethal shrapnel, taking out multiple enemies at once, including security robots.

I wanted every object to have its own concept art and individual furniture sets for different offices. He could have turned me down right then and there, but at Eidos Montreal we believe this kind of detail is absolutely necessary to create a believable world. We had to invent a hundred brands and company names, as well as their logos, which is expensive to do, but really adds to the richness of the setting.