Deus Ex: Human Revolution

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Deus Ex: Human Revolution
DeusEx-HumanRevolution-Logo.jpg
Deus Ex logo: Human Revolution
Studio CanadaCanada Eidos Montreal Nixxes Software (Windows-Port) Feral Interactive (macOS-Port) Straight Right (Wii-U-Port)
NetherlandsNetherlands
United KingdomUnited Kingdom
AustraliaAustralia
Publisher JapanJapan Square Enix
Senior Developer David Anfossi (Producer)
Jean-François Dugas (Game Director)
Jonathan Jacques-Belletête (Art Director)
Mary DeMarle (Lead Writer)
Erstveröffent-
lichung
Windows , PlayStation 3 , Xbox 360 August 23, 2011 August 25, 2011 August 26, 2011 macOS April 26, 2012 Windows , PlayStation 3 , Xbox 360 , Wii U (Director's Cut) October 22, 2013 October 24, 2013 October 25, 2013 macOS (Director's Cut) April 15, 2015
North AmericaNorth America
AustraliaAustralia
European UnionEuropean Union



North AmericaNorth America
AustraliaAustralia
European UnionEuropean Union

platform Windows , macOS , PlayStation 3 , Xbox 360 , Wii U
Game engine CDC engine
genre Action game
Subject Cyberpunk , transhumanism
Game mode Single player
system advantages
preconditions
Windows:

macOS:

medium DVD-ROM , Blu-ray , download
language German , English , Italian , Polish , Russian , Spanish , French
copy protection Steamworks
Age rating
USK from 18
PEGI recommended for ages 18+

Deus Ex: Human Revolution is an action game with role-playing elements for PC , Mac , Xbox 360 , PlayStation 3 and Wii U and the third title in the Deus Ex computer game series. It was developed by Eidos Montreal and published in Europe and North America on August 26, 2011 by the Japanese publisher Square Enix .

It is a prehistory to Deus Ex and Deus Ex: Invisible War and takes place in a dystopian future vision of the year 2027. With the help of highly developed biotechnical prostheses and implants, so-called augmentations , people are able to extend their physical and mental abilities far beyond that to increase beyond natural measure (idea of ​​the cyborg ). The associated social debates, especially about the increasing need for self-optimization, culminate in violent arguments between supporters and opponents of this new technology. Within this scenario, the player embodies Adam Jensen, the security chief of a leading company in augmentation technology, who uncovered a global conspiracy in political and economic circles during the course of the game.

action

scenario

Deus Ex: Human Revolution takes place in 2027, 25 years before the events in Deus Ex . Due to great scientific advances a few years earlier, technical body modifications, so-called augmentations, are on the advance. While technology originally helped numerous people to overcome their physical disabilities, augmentation is increasingly becoming a compulsion for the physically healthy. As a result of the abilities that have been increased beyond the biological level, a two-class society is increasingly forming, which leads to social unrest. Not least because of this, the question arises of what characterizes being human and where the limits of what is feasible are to be drawn. The dispute is made more difficult by the fact that augmented people are dependent on the consumption of expensive medication for their entire life to prevent their prostheses from being rejected. The result is a steadily growing underclass of impoverished and drug-dependent people who are increasingly being left behind in terms of social development. The latest research results from Detroit- based Sarif Industries , a leading company in the field of augmentation technology and represent a decisive breakthrough in the field of drug-independent augmentation, promise an improvement in this problem .

The main character Adam Jensen is the head of security at Sarif Industries. At the beginning of the plot, the company is about to present its research to the US government's National Science Board, which has great influence on the future evaluation of augmentation technology. But before that can happen, the company is the victim of a brutal attack by heavily armed and heavily augmented mercenaries. The research facilities are destroyed, leading scientists and Sarif's research director Megan Reed, who is also Jensen's former partner, apparently killed. Jensen is also critically injured and can only be kept alive with the help of Sarif's most modern augmentation technology. Only after a six-month recovery period does he return to his job. His superior David Sarif immediately instructs him to find those responsible for the attack.

Course of action

In his first assignment, Jensen is supposed to support the Detroit police against a group of fanatical anti-augmentation opponents called Purity First , who raided another Sarif Industries production facility and took the local employees hostage. Sarif considers Purity First to be the possible mastermind behind the attack on the company headquarters, but Jensen realizes that the opponents of the augmentation were instrumentalized by strangers themselves. Similar to the previous titles, the main character Jensen gets deeper and deeper into a global network of conspiracies of various political and economic factions that the player has to unravel. What makes it more difficult is that the large number of interest groups involved in their engagement within the plot always pursue their own, sometimes contradicting goals. All factions are still ready to achieve their goals by extreme means, which means that no distinction between good and bad is possible. In the course of the game Jensen also realizes that he has unwittingly played an important role in the development of augmentation technology for a long time.

On the trail of the augmented mercenaries, Jensen comes across clues on the island of Heng Sha off Shanghai , which prove the involvement of the global security company Belltower and Sarif competitor Tai Yong Medical in the attack on Sarif Industries. Jensen continues to receive information from Tai Yong managing director Zhao Yun Ru that the allegedly killed Sarif scientists were kidnapped and have since been held in an unknown location. In Montreal , Jensen reveals that the news group Picus is influencing public opinion in a targeted manner with the help of an artificial intelligence equipped with its own consciousness in the form of the news anchor Eliza Cassan. Back in Detroit, Jensen learns from David Sarif that the Illuminati secret society is behind the plot against Sarif Industries. The aim of the Illuminati is to use augmentation technology to gain greater control over society, which in their eyes is underage, and thus to steer it out of the shadows in the sense of an enlightened leadership class. One of their most prominent representatives is the politician William Taggart, leader of the declared anti-augmentation opponents of Humanity Front , who at the time was staying at a protest rally in front of the Sarif company headquarters in Detroit and advocating strong regulation and control of augmentation technology. Through Taggart's confidante Isaias Sandoval, Jensen comes across a decisive clue about the whereabouts of the kidnapped Sarif scientists.

Jensen finally succeeds in infiltrating a secret research facility in Singapore , where the kidnapped scientists are being held, via a lead in Heng Sha . Jensen's former partner Megan Reed is also among them. From her, Jensen learns on the one hand that his DNA provided Reed with the decisive clues for her research. On the other hand, it reveals to him that the facility belongs to the renowned scientist Hugh Darrow, whose research once marked the breakthrough for augmentation technology. But the professed philanthropist Darrows had to realize with increasing disgust how his research, intended to alleviate the needy, was used by the powerful to control the rest of the population even more and thus lead people into an increasingly dependent dependency. Thereby threatens his fears after the complete loss of all moral bases. His goal is therefore to discredit the technology he has created in such a way that it will be forever ostracized by the expected uprising of the people. One building block in this plan is the Panchaea research station in the Arctic Ocean, which Darrows played a key role in designing and which was originally built to combat global warming. During the inauguration celebrations of the research station, Darrows triggers a signal with the aid of the local supercomputer that causes augmented people worldwide to go into a frenzy.

Jensen's task is to advance into the system core and deactivate the signal. There Zhao Yun Ru confronts him, who has connected to the supercomputer with the help of her augmentation and wants to use the power gained over the augmented people for her own purposes. In the decisive fight, Jensen succeeds in eliminating them and at the end of the game he is faced with a decision regarding how to further deal with the augmentation technology:

  1. Jensen can broadcast Darrow's confession regarding the augmentations and the role of the Illuminati with the help of Eliza Cassan and thus reveal. This warns the public of the dangers of the technology, leading to its public ostracism.
  2. In the sense of Sarif, Jensen can assign responsibility for disrupting the augmentation to the augmentation opponents of the Humanity Front. This ensures that augmentation technology will continue to develop without strict state controls.
  3. The role of the Illuminati is kept secret and Jensen can therefore put the blame for the incident on the drugs of the augmented. This gives the opponents of augmentation a boost and enables them to enforce strong regulation of the technology. In the background the influence of the Illuminati on society is increasing.
  4. Alternatively, Jensen can forego any announcement and destroy the system along with all evidence. He leaves it up to humanity to form its own judgment without filtering through an interest group.

The game ends with Jensen's reflection on augmentations and how they affect being human. His conclusions about the ability of mankind to find a solution to this basic dilemma vary depending on the previous decision.

Following the end credits of the game, an arc is linked to the plot of Deus Ex . The player witnesses a conversation between Megan Reed and the Illuminati Bob Page, the main antagonist of the first part. In it, Reed agrees to develop a nanite virus for Page (compare the virus known as the "gray death" in Deus Ex ). There are also indications that Jensen's DNA will become the basis for the D-Project, from which Deus-Ex- Protagonist JC Denton and his brother Paul emerged.

Characters

character English speaker German speaker role
Adam Jensen Elias Toufexis Michael Lott Player character, head of security at Sarif Industries
David Sarif Steve Shellen Holger Mahlich Founder and CEO of Sarif Industries, Jensen's manager
Francis Pritchard Andreas Apergis Konstantin Graudus Technical Director of Sarif Industries, Jensen's Mission Operator
Megan Reed Michelle Boback Jennifer Harder-Böttcher Research director of Sarif Industries, Jensen's former partner
Ning Tsai Shiong-en chan Jennifer Harder-Böttcher Prostitute from Heng Sha
Lawrence Barrett Alain Goulem Jan-David Rönfeldt Belltower mercenary and involved in the attack on Sarif Industries
Brent Radford Alain Goulem Jan-David Rönfeldt Detroit private investigator
Hugh Darrow Arthur Holden Gerhart Hinze Renowned scientist and "father" of augmentation technology
Faridah Malik Paula Jean Hixson Tanja Dohse Assigned pilot for Sarif Industries and Adam Jensen for the execution of his mission as support
William Taggart Bruce Dinsmor Stephan Schwartz Defined opponent of augmentation technology, founder and leader of the organization Humanity Front, Illuminat
Bob Page Cliff Stephens Nicolas King Founder and Managing Director of Page Industries, Illuminat, main antagonist of the previous Deus Ex
Athene Margoulis Susan Glover Anne Moll Personal Assistant to David Sarifs
Zhao Yun Ru Jane Luk Joey Cordevin Managing Director of the Chinese biotech group Tai Yong Medical
Tong Si Hung Denis Akiyama Sven Dahlem Owner of The Hive nightclub in Heng Sha and triad leader
Eliza Cassan Kim Bubbs Eva Michaelis Artificial intelligence, appears as a newscaster for Picus TV
Ezekiel "Zeke" Sanders Danny Blanco Hall Leader of the radical anti-augmentation opponents Purity First
Aria Van Bruggen Alex Ivanovici Freelance hacker from Heng Sha, mainly known by his hacker name "Windmill"
Yelena Fedorova Leni Parker Belltower mercenary and involved in the attack on Sarif Industries
Jaron Namir Michael Rudder Belltower mercenary and leader of the attack on Sarif Industries
Isaias Sandoval Matt Holland Matthias Klimsa Assistant and confidante of William Taggert, brother of Purity First leader Zeke Sanders (unknown)
Vasili Sevchenko Matt Holland Konstantin Graudus Scientists at Sarif Industries, among the kidnapped researchers during the raid on the company
Jenny Alexander Lucinda Davis Christine Pappert Undercover agent for the Detroit police force and friend of Adam Jensens
Mr. X Shawn Baichoo Mark Seidenberg Informant in Heng Sha
Tracer Tong Shawn Baichoo Mark Seidenberg Son of the triad leader Tong Si Hung, character in Deus Ex and Deus Ex: Human Revolution
Josie Thorpe Amanda Strawn Katja Brugger Manager of the raided sarif manufacturing facility in Milwaukee Junction, Detroit
Letitia Amanda Amanda Strawn Katja Brugger Informant in Detroit
Michelle Walthers Amanda Strawn Katja Brugger Former White Helix employee, person from Jensen's past
Lazarus Harry Standjofski Thomas Karallus Radio presenter
Chet Wagner James Rankin Wolf Frass Member of the Detroit Police Department
Lee Hong Zen Shane Lim Ingo Mess Descendant of a wealthy Chinese family in Heng Sha
Edgar Lee Richard Lee Jens Wendland Owner of the Hung Hua brothel hotel in Heng Sha
Detective Chase Eberhard Haar Former Detroit Police Officer and Private Investigator

The German voice synchronization was directed by Stephanie Kirchberger and recorded in the Hamburg sound studio toneworx .

Gameplay

Square Enix booth for Deus Ex: Human Revolution at the
E3 2011 game fair

The game is aimed exclusively at single players and, like the first two Deus-Ex games, combines elements of a level-based first- person shooter with role-playing aspects in a futuristic scenario. The player usually looks at events from the first person perspective . The camera only zooms into a third-person view if he lets his figure take up position behind boxes or similar view blocks with the help of an implemented cover system .

The game is linearly divided into several main missions. The goal is often to infiltrate facilities and obtain information. The character starts from a larger urban area called a hub , such as Detroit or Heng Sha. The player can stay here as long as he likes, but in order to progress in the game he must follow the main mission. To achieve the objective of the mission, the player usually has several different solutions. These include violent action with the use of weapons, clandestine evasion of opponents by sneaking or the use of various technical devices and skills such as hacking and the reprogramming / deactivation of cameras, self-firing systems or robots. By bypassing and stunning enemies, the game can be played without killing an enemy. The only exception are the fights against intermediate and final opponents, in which the usual procedures are not supported. They can only be solved by force of arms and the player has no control over their completion. If the player has fulfilled the current main mission goal, the transfer to the next larger area usually follows automatically.

During the course of the game, the character Adam Jensen leads several detailed conversations with full audio, in which the player often has the choice between up to four possible answers. The choice of wording can influence the outcome of the conversation and often determines the player's options for action, such as access to certain information and areas or the avoidance of arguments.

In addition to the main missions, the game offers additional side quests in the city areas, which the player does not necessarily have to complete to complete. However, they are essentially linked to the plot and offer a better insight into the game world. The motives of individual main characters are worked out and secondary aspects of the plot are illuminated. In addition, the player can earn additional rewards in the form of weapons, equipment or money. Weapons and items that are not required can be exchanged for credit units in the game currency from dealers in the city and suitable equipment can be purchased in return.

As in role-playing games, experience points are credited to the player for completing the missions. For every 5000 experience points, the character Adam Jensen receives a so-called skill point, which the player can invest in expanding the character with new augmentations. Experience points are not only awarded for the completion of a mission, but also during the course of the mission, including for the procedure shown (e.g. killing or stunning opponents) and exploring the play area.

Augmentations

The augmentations are another part of the role-play aspect and allow the player to customize the character Adam Jensen. They improve the constitution and expand or improve the character's options for action, for example in the areas of combat, hacking, exploration or observation. To unlock new and improved augmentations, the player needs skill points, which are available by collecting experience points or by purchasing so-called upgrade kits at so-called Limb clinics. However, the number of upgrade kits available in the game is limited.

Hacking

When hacking of computer systems is a separate mini-game starts. It does not interrupt the normal course of the game, so the player character may be discovered by opposing characters during the hack attempt. A schematic, two-dimensional representation of the network with several network nodes is shown. Connections between the nodes are symbolized as lines. For the successful solution of the game it is necessary to reach and take over a certain target computer starting from a fixed starting point via the connection paths within the network. As a rule, there is no direct connection, but the player must first take over several intermediate nodes of the network on the way there. Often there are several approaches. Whenever an intermediate node is taken over, there is a percentage risk that the intrusion will be detected and countermeasures initiated. In this case, the player only has a limited time to reach the target computer. Starting from a specially marked defense node, the player can observe how the defense measures gradually move towards their starting point, also based on the connecting lines through the network. If the defense reaches the starting point of the player in this way before he can take over the target computer, the attempt has failed and an alarm is triggered, which often attracts armed opponents. Certain objects and augmentations can make hacking easier, for example by reducing the percentage of alarm risk in the event of node takeovers, preventing the activation of defensive measures or preventing them from advancing. To prevent detection at the last second, the player can also cancel the hack attempt and restart the game from the last saved game. The player only has a limited number of retries to attempt the hack before the alarm is triggered. The number of these depends on the degree of difficulty of the symbolized network. The degree of difficulty also influences the risk of alarms when taking over the intermediate nodes. In addition, the player can use viruses that either allow him to control a node directly (nuke virus) or stop the defense measures for a short time (stop virus). The viruses can often be found in secret hiding spots or received as a bonus for successfully cracked databases. In addition to the bonus viruses, these databases can also contain money or experience points. Alternatively, the defense node - if accessible - can be taken over to solve the task. If this succeeds, the game is immediately considered solved and the player is also credited with all bonuses that have not yet been activated for this network card.

The hacking mini-game draws its influences from the role-playing game Shadowrun and the computer game Uplink, among others . Each of the over 400 variants was individually designed by designer Antoine Thisdale.

development

Herbert James Draper: The Lament for Icarus (1898)
Frequently recurring image motif within the game

Patrick Melchior, director of Eidos France , announced in an interview with the Canadian television channel MusiquePlus in 2007 that the newly founded studio Eidos Montreal is working on a new Deus Ex with the subtitle Human Revolution . With studio manager Stephane D'Astous, producer David Anfossi, game director Jean-François Dugas and art director Jonathan Jacques-Belletête, former employees of Ubisoft Montreal were recruited, and Mary DeMarle was hired for the story design. Warren Spector and Harvey Smith, on the other hand, who were still largely responsible for the first two Deus-Ex parts, were no longer involved in the development.

The decision in favor of a prequel was made for several reasons. On the one hand, the player does not need any knowledge of the previous games and the developers had more creative freedom, as the period in the narrative world before the events of Deus Ex was not fully understood. On the other hand, the problems arising from the different endings of Deus Ex and Deus Ex: Invisible War in the continuation of the story were avoided. In addition, there were personal preferences of the designers who preferred preoccupation with the emergence of augmentations to an action that was far in the future.

After Square Enix took over Eidos in 2009, the project took off. Among other things, Eidos Montreal received support from Square Visual Works, the animation studio of the Japanese publisher ( Final Fantasy VII: Advent Children ) , which together with the company Goldtooth Creative for the creation of high quality CGI - Announcement trailer were responsible. The development of the PC version was entrusted to the Dutch developer Nixxes Software, and the external development studio Grip Entertainment was entrusted with the design of the opponent's battles.

The title was released in Europe on August 26, 2011. In Germany, the game appeared like the first part without youth approval (USK 18) and without changes compared to the English version. The publication was accompanied by an extensive viral marketing campaign . A multilingual company website was created for the fictitious company Sarif Industries, which appears in the game, and fictitious advertising films for the company and its opponents, the Purity First organization , were published.

The publication in Japan was postponed to October 2011, as publisher Square Enix ordered the removal of an unspecified visual content shortly before the planned publication time on September 8th. Compared to the European version, in the Japanese version, in accordance with legal requirements, the open representation of organs and a sexually offensive object have been removed from one point in the game.

Subject

Excerpt from the GDC2010 trailer:
Reference to the topic of transhumanism (h +, Humanity Plus)
Rembrandt: The Anatomy of Dr. Tulp (1632)
( Comparison: GDC trailer from DX: HR ( Memento from September 13, 2011 on WebCite ))

The game is a reflection on the question of how far a person's performance improvement through technical optimization can go, at what point he loses his human identity and where the limits are to be drawn. The game takes up questions from the philosophical school of thought of transhumanism .

“[…] 'What is the theme of Deus Ex?' It is this: Transhumanism. And that is about what it means to be human, where we think we should go as a race, what is right and wrong, where are the limitations. "

"[...] 'What is the subject of Deus Ex?' It's just that: transhumanism. And it's about the question of what it means to be human; what we believe, where we should develop as a race, what is right and what is wrong, where the limits are. "

- Jean-François Dugas : Interview with the online magazine Rock, Paper, Shotgun

Originally only conceived as an aid for war-disabled soldiers, the previously physically unharmed inhabitants of the game world are increasingly faced with the question of how far they can augment themselves in order to gain advantages on the job market, for example. On the other hand, the fear of being disadvantaged by opponents of augmentation leads to fanatical rejection and hatred of augmented people. Despite the futuristic staging, the game picks up on an already existing contemporary discussion, which became apparent , for example, in the discussion about the Olympic participation of the disabled athlete Oscar Pistorius with prosthetic legs . As evidence of the timeliness of these questions, Square Enix continued to publish a short document called The Eyeborg Documentary . The Canadian filmmaker Rob Spence, who himself has an eye implant, demonstrates the current status of prosthesis research. He also touches on the question of whether prostheses will in future be able to replace natural parts of the body as standard, but without providing a definitive answer. A central expression of this topic is the final quote from the debut trailer, which is ascribed to Friedrich Nietzsche :

"Who we are is but a stepping stone to what we can become."

"Who we are is just an intermediate step in what we can be."

The image of the fall of Icarus is often recurring in this context . Already in Deus Ex there were two Artificial Intelligences with the name Daedalus and Icarus. The topic was taken up again in the debut trailer for Deus Ex: Human Revolution . A short excerpt shows the painting The Lament for Icarus by the English painter Herbert James Draper . In a second trailer shown at the Games Developers Conference 2010, the augmented main character Adam Jensen rises into the air with Icarus wings, only to be burned. The myth is quoted in numerous places in the game. For example, an Icarus statue can be seen in the opening sequence and historical Icarus paintings such as Drapers The Lament for Icarus were used to decorate apartments in the game world. In the central dialogue between Jensen and Hugh Darrows, the "father" of augmentation technology, he compares himself to Daedalus, who has to watch his "children" faint while his invention is being misused. The so-called Icarus landing system is an augmentation of the game. Icarus is also the name of the soundtrack title track, while the companion novel to the game is entitled Der Icarus-Effekt (in the English original Icarus Effect ).

Artistic design

Leonardo da Vinci: Anatomical study of the shoulder and neck (1510/11)
Picture quote from the debut trailer on the Renaissance-humanistic reference of the game plot

The aim of the art design was to create a previously unique visual appearance in order to clearly stand out from competing products and to arouse the curiosity of the player. The inspiration for this was the Art Deco appearance of the first-person shooter Bioshock . For the creation of the game world of Deus Ex: Human Revolution and its graphic implementation, the development studio based itself on the Renaissance and Baroque ages, among other things . In the interpretation of the developers, the renaissance was characterized above all by the regained knowledge about the functioning of the human body and the incipient mechanization after the Middle Ages. A similar situation should be described in Deus Ex: Human Revolution . Due to the connection with the cyberpunk theme, the style of the game has therefore been described by the developers as a cyber renaissance . In terms of color design, yellow and gold tones predominate, which are in stark contrast to the large, dark areas of the game world.

Andreas Vesalius: De humani corporis fabrica. Libri Septem (1543)
picture quote from the debut trailer on the Renaissance-humanistic reference of the game plot

The Renaissance / Baroque aspects of the game are reflected, among other things, in the design of the clothing. The figures wear, for example, lace-up dresses according to old cuts, the robes are decorated with Stuart collars or puffed sleeves . Works by the painters Vermeer and Rembrandt and the film Die Duellisten provided templates . The trailer published at the Game Developers Conference 2010 is a cinematic processing of Rembrandt's picture Die Anatomie des Dr. Tulip . The debut trailer from 2007 also contains quotations from Leonardo da Vinci's anatomical studies and the title page of Andreas Vesalius ' fundamental work on modern anatomy De humani corporis fabrica libri septem .

Art director Jonathan Jacques-Belletête named the films Blade Runner , Ghost in the Shell , Akira , the espionage game Metal Gear Solid and William Gibson's Neuromancer trilogy as influences for the cyberpunk elements . However, the design team also oriented itself towards the work of numerous contemporary architects , artists and designers. These included:

source

technology

The game uses a modified version of the CDC engine ( Crystal Dynamics Crystal Engine , short: Crystal Engine) from Crystal Dynamics , which was used in the game Tomb Raider: Legend , published in 2006 . Eidos Montreal hoped that this would create synergy effects so that it could concentrate primarily on creating the game content. However, the work was made more difficult by the different focuses of the two series. The US sister studio soon proved to be full due to its own projects and could not offer Eidos Montreal any permanent assistance. The engine had to be adapted to suit one's own needs.

While the two console versions of the game were developed by Eidos Montreal themselves and are technically almost identical, the PC adaptation was developed at the Dutch development studio Nixxes Software . Compared to the console version, the PC version offers a user interface optimized for mouse and keyboard control, as well as additional graphic options and customization options. It supports DirectX 11 with tessellation , Screen Space Ambient Occlusion (SSAO) and Fast Approximate Antialiasing (FXAA). The game can be displayed in stereoscopic 3D and supports interleaving as well as AMD's 3D technology 3DHD . Support for nVidia's 3D vision technology was submitted with a patch after publication. With the help of AMD's Eyefinity technology, the game can also be displayed on up to five monitors, thereby significantly increasing the player's field of vision of the game.

An originally planned region lock for the PC version, which was supposed to prevent the activation of a version of the game purchased abroad in Germany, was partially rejected shortly after the announcement due to massive protests from customers and negative reports in advance. The PC version does not use copy protection, but requires activation and binding to a Steam account in order to play. In return, the game uses the functionality of the Steam Cloud and Achievements.

Soundtrack

The soundtrack for the game was created by the Canadian composer Michael McCann . The original goal was a dark electronic accompaniment. Due to the theme of the game - the human interaction with technology - a three-pronged approach developed. Sections of the game that were clearly characterized by technology were underlaid with electronic synth sounds. In the human-dominated sections, vocal and string passages were mainly used. Areas in which these two extremes mix are characterized by a combination of both style elements, for example in the main title Icarus . The three different styles of music should reflect the different basic attitudes of the game (extreme opponents of augmentation, advocates of technology and middle positions). The religion-like character of these controversial positions and the Renaissance influences should be expressed above all in the vocal pieces.

Due to the variable course of the game during the missions, the accompanying music, unlike in linear games or films, is not based on individual main themes, but consists of many smaller individual pieces that are based on the mood and the environment and are displayed to match the course of the game. Reviewers described the soundtrack as haunting and atmospheric, reminiscent of Vangelis ' music for Blade Runner .

The soundtrack that comes with the limited edition consists of 12 pieces of music. The CD (or the corresponding download) contains 25 pieces of music.

Sales versions

Initial release

At the start of sales, the game was offered for consoles and Windows PCs in two additional versions with bonus content in addition to the standard edition.

In addition to the game, the Limited Edition (referred to as Augmented Edition in English-speaking countries ) contained:

  • The Explosive Mission Pack with the Tong Rescue bonus mission
  • Exclusive bonus items (automatic unlocking system, four additional weapons)
  • 10,000 credit units of the game currency
  • A DVD with a 44-minute making-of, the game soundtrack, a comic from the official DC series and the E3 trailer including an animated storyboard
  • 40-page artbook

The Collector's Edition included all the limited edition content and an action figure of the player character Adam Jensen designed by Play Arts Kai, a subsidiary of Square Enix.

The additional game content was made available as download extensions that were activated by entering an enclosed voucher code and linked to the player's account on the respective game platform (Steam, Xbox Live, PlayStation Network). In addition to the special editions, pre-orderers of a standard version also received the Explosive Mission Pack , the automatic unlocking system and two of the four additional weapons.

In September 2011, Square Enix announced a port of the game for Mac OS X in cooperation with the British developer Feral Interactive . Feral announced on April 4, 2012 that the version for Mac known as Deus Ex: Human Revolution - Ultimate Edition contains the main game as well as the download extensions The Missing Link , Mission Pack and Tactical Optimization Pack and will be released on April 26th.

Director's Cut

Director's Cut logo

In March 2013, Square Enix announced the development of Deus Ex: Human Revolution Director's Cut exclusively for the Wii U to. The port, which was developed by the Australian studio Straight Right , contains all download extensions, extensively revised boss fights, better AI programming and improved graphics on the level of the extension The Missing Link . With the "New Game +" mode, the game offers the option of playing the game again after successfully completing it with augmentations that have already been activated. At the Electronic Entertainment Expo (E3) in June 2013, Square Enix announced that the Director's Cut would also be released for PlayStation 3, Xbox 360, Windows and Mac OS X due to customer reactions. At the same time, the previously announced and other new functions were presented, such as the integration of a notification function that allows players to leave other players messages with hints and tips in the game world. The level overview map included in the game also has a note function in the Director's Cut and was relocated to the integrated second screen using the hardware properties of the Wii-U controller. To make this possible for the other platforms as well, support for the combination of PlayStation 3 and PlayStation Vita has been announced for the PS3 version and the use of the smartglass functions for Xbox 360. For owners of a full PC version via the online provider Steam, Square Enix decided to offer an upgrade option for the standard version, with price gradations depending on who owned the download extension The Missing Link . The publication date was finally given as October 25, 2013.

reception

reviews
publication Rating
PS3 Windows Xbox 360
4players 87% 87% 87%
Eurogamer 9/10 9/10 9/10
GameStar k. A. 85% k. A.
PC Games k. A. 86% k. A.
Krawall.de 86% 86% 86%
Gamersglobal 9.0 / 10 9.0 / 10 9.0 / 10
Meta-ratings
Metacritic 89/100 k. A. 89/100

Reviews and Awards

Deus Ex: Human Revolution received very good ratings from the trade press (Metacritic: 90 out of 100 (PC) / 89 (Xbox 360) / 89 (PS3)). In addition to reviews in gaming magazines, Deus Ex: Human Revolution was also received in the daily press and non-gaming-related media publications, including Kultur SPIEGEL , Süddeutsche Zeitung , Die Zeit , Augsburger Allgemeine , n-tv , New York Times and The Guardian .

Compared to Deus Ex: Invisible War, a stronger orientation on the first part of the series was positively highlighted. As in its predecessors, the numerous different approaches were praised, even if the program clearly favored solutions on the secret path. The design of the narrative and the design of a profound and mostly convincing game world was emphasized. The hacking mini-game was positively received and rated as challenging and motivating. German tests also highlighted the coherent German voice output, but criticized the lack of lip synchronicity at the same time.

The scarce facial animations, the long loading times, the generally somewhat outdated and weak graphics performance and the inadequate artificial intelligence were clearly criticized. One of the main points of criticism was the fights against various boss opponents, which were not developed by Eidos Montreal, but were commissioned by Grip Entertainment, an external service provider. The player's limited options for action would break the otherwise very permissive game principle, which in some cases also leads to an increase in difficulty. This point of criticism was admitted in an interview a month after the game was released by Game Director Jean-François Dugas. Dugas also admitted weaknesses with regard to the AI , but described the quality as sufficient.

Series creator Warren Spector said he was satisfied with the game after it was released and certified the team to have captured the essence of the first games exactly. The British magazine PC Gamer awarded Deus Ex: Human Revolution than action game of the year. The game was nominated at various award ceremonies in several categories, but could not win any of these prizes:

However, the title was successful at the Canadian Videogame Awards in April 2012. Here the game won a total of five awards, for best console game, for best music, best game design, best script and best new character. The Mac version of the Ultimate Edition developed by Feral Interactive was also successful at the Apple Design Awards in June 2012. The game was recognized as the best Mac application. The jury's reasoning was as follows:

“[…] Deus Ex was chosen for an Apple Design Award because of its compelling game play, fantastic graphics, and enormous environments that immerse the player in a fantastic sci-fi world. Pushing OpenGL to the limits, Deus Ex leverages advanced shader techniques to deliver high-dynamic range lighting effects, and Open AL to deliver rich and complex audio soundscapes. It is one of the newest and most impressive AAA games on the Mac App Store. "

“[…] Deus Ex was selected for the Apple Design Award because of its captivating gameplay, its fantastic graphics and its colossal backdrops, which draw the player into a fantastic science fiction world. Taking OpenGL to the limit, it used advanced shader techniques to create high dynamic range lighting effects and OpenAL for a rich and complex soundscape. It's one of the most innovative and impressive AAA games for the Mac App Store . "

- Apple jury verdict

Content reception

In his test report for Eurogamer.de , editor Martin Woger described cyberpunk as a complex of topics that had long been dealt with in literary terms since the 1980s, to which Deus Ex: Human Revolution could no longer add any new knowledge. The game is limited to copying well-known motifs, such as the slums that have gotten out of control in terms of urban planning, powerless governments and all the more powerful, all-dominating large corporations. Although the creators still manage to tell an interesting story, the game only touches on current issues in a few points, such as transhumanism. The core question of what it means to be human and what influence technology has on it would also be touched on too briefly. All in all, Deus Ex: Human Revolution is "a solid story, implemented very competently with the resources of the genre".

In an article for h +, the online magazine of the transhumanist association Humanity + (formerly World Transhumanist Association), the author John Niman assessed the game on the basis of the advertising trailer as a description of a worst-case scenario, which at the same time shows real fears in connection with transhumanist ideas. He points to similarities between the criticism of the opponents of Purity First's augmentation shown in the game and the real existing movement of Neoluddism , which also opposes the genetic and technical optimization of humans. Achim Fehrenbach wrote for Die Zeit that the game “pulls the player right into the middle of this transhumanism debate, the beginning of which we are currently only seeing in sport, for example”. Michael Moorstedt for Süddeutsche Zeitung and Roland Peters for n-tv commented similarly.

In 2013, the British daily The Sun published a short article on cybernetic eye implants after incorrect research, in which the newspaper displayed a corresponding artwork of the game and made the claim that the company Sarif Industries had already developed a corresponding implant.

Sales figures

Within two weeks of its release in the USA and Europe, publisher Eidos was able to sell more than two million units of the game. As of September 30th, sales were 2.18 million copies, with the game selling significantly better in Europe than in North America with 1.38 million copies. According to the financial report of the publisher Square Enix for the third quarter of fiscal year 2012, the game, together with the title Final Fantasy XIII-2, was largely responsible for the fact that the company's own sales figures for console games and thus company profits increased significantly compared to the previous year.

Extensions

Work on chargeable download extensions was confirmed in advance .

Mission and Tactical Optimization Pack

The expansion released on September 28, 2011 for Xbox 360 includes the additional game content of the Limited / Augmented Edition (bonus mission Tongs rescue , automatic unlocking system, four additional weapons, 10,000 credit units of the game currency). A cheaper version with reduced content was published under the name Missionspack , which, in addition to the bonus mission and unlocking system, only contained two of the four additional weapons and thus corresponded to the general pre-order bonus. For the PC version, the content was sold separately as a mission pack and a tactical optimization pack.

The Missing Link

Logo for The Missing Link

The announcement of the first additional mission was staged in the form of a scavenger hunt on the Internet. On September 2, Eidos Montreal finally announced the expansion under the name The Missing Link . In a new mission, following the events in Heng Sha, Adam Jensen is dragged onto a Belltower freighter and tortured. By switching off his augmentations, his options for action are severely restricted, and Adam Jensen has to escape prison and in the process comes across new details of the conspiracy. The expansion was released on October 18 (PC, Xbox 360) and October 19, 2011 (PS3).

It is a stand-alone expansion that can be played independently of the main game, but still requires ownership of the main game. With some adjustments in the game design of the expansion, the developers partially respond to criticisms of the main game, such as the low-detail facial animations. As a result of the negative assessment of the fights with intermediate opponents, the final fight of the expansion was oriented more closely to the rest of the game concept and now enables the opponent to be spared or a solution on the secret path. There were also improvements to the engine's lighting system.

continuation

With a cover story for the May issue of the US game magazine Game Informer and the publication of a CGI trailer designed by Visual Works on April 8, 2015, Square Enix announced a continuation of the Adam Jensen story in 2015. The title is set in 2029, two years after Human Revolution . The social situation is tense due to the events of the predecessor. Augmented people are persecuted and marginalized, and unrest ensues. Adam Jensen fights 29 augmented terrorists for the Interpol special unit Taskforce. The game is based on the Dawn engine, a further development of the Glacier 2 engine from Hitman: Absolution , with support for DirectX 12 and TressFX 3.0. Deus Ex: Mankind Divided was released on August 23, 2016 for PlayStation 4, Xbox One and Windows.

Books about the game

Web links

Individual evidence

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  3. a b c Carsten Görig: Renaissance of a gloomy future . (Online view) In: Spiegel-Verlag (Ed.): Culture SPIEGEL . No. 9/2011, August 29, 2011, pp. 22-23. Retrieved September 21, 2011.
  4. ^ A b John Walke: Wot I Think: Deus Ex Human Revolution ( English ) In: Rock, Paper, Shotgun . August 22, 2011. Retrieved October 2, 2011: “ This most inappropriate of places has boss fights. Which would be ignominious enough if they weren't incredibly lousy boss fights. Feeling as though they were programmed by another team, from another planet, they absolutely, unequivocally do not fit in this game. "
  5. a b c d e Harald Fränkel: Test: A great threesome! Deus Ex Human Revolution . In: Gamersglobal.de . August 22, 2011. Retrieved August 30, 2011.
  6. ^ EDGE editors: Choice and consequence in Deus Ex: Human Revolution . In: EDGE . Future Publishing, August 25, 2011 (American English). Page 1 ( Memento from May 31, 2013 in the Internet Archive ) Page 2 ( Memento from June 18, 2013 in the Internet Archive )
  7. Daemon Hatfield: Eidos Confirms Next Deus Ex ( English ) In: IGN . News Corp . May 17, 2007. Retrieved May 18, 2007.
  8. Christian Klaß: Deus Ex 3 - The development begins . In: Golem.de . Computec Media Group . November 27, 2007. Retrieved August 30, 2011.
  9. François "Frank" Lapikas: Reasons for selection of a prequel ( Memento of 18 March 2012 Webcite (English)). Game designer's answer to a fan question about the Tumblr account of Eidos Montreal on September 1, 2011. Last accessed on March 18, 2012.
  10. Christian Schmidt: Special: Deus Ex: Human Revolution Analysis to Render Spectacular & Advertising Strategy . In: GameStar . IDG . June 4, 2010. Retrieved August 30, 2011.
  11. Joe Martin: Deus Ex 3 is Eidos and Square Enix joint effort ( English ) In: Bitgamer . Dennis Publishing Limited. November 25, 2009. Retrieved August 30, 2011.
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  98. Deus Ex: Mankind Divided's Amazing CG Trailer Shares the Japanese Soul of Final Fantasy
  99. Deus Ex: Mankind Divided - What we know about Deus Ex 4 so far
  100. Deus Ex: Universe - Based on the new »Dawn Engine«
  101. Deus Ex: Mankind Divided: DirectX 12, Tress FX 3.0 and AMD's Gaming Evolved confirmed
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This article was added to the list of excellent articles on July 4th, 2012 in this version .