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Destination SkillQueue
Are We There Yet
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Posted - 2011.08.25 04:38:00 -
[1]
How is the health system in the game? I've heard it has regenerative health and I'm interested in hearing how it has been implemented. Feel free to go in to as much detail as possible, since a bad health regen is a game breaker for me and it would be a shame if I had to pass up the game because of it.
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Destination SkillQueue
Are We There Yet
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Posted - 2011.08.25 09:31:00 -
[2]
Thanks for the replies. I just don't get why they didn't implement it just as an optional augmentation like in the earlier games or even just give a pathetic regen as standard with optional upgrades for those who like to play with fast health regen. The implementation doesn't sound too bad though and I'm glad to hear guns have been kept so deadly in the game.
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Destination SkillQueue
Are We There Yet
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Posted - 2011.08.31 15:35:00 -
[3]
Originally by: Culmen UPDATE: MOTHER ****ER! I just learned that killing enemies in the opening sequence counts! There goes my pacifist run!
Ah well, the bad guys were beginning to act like ass holes now anyway.
That happened to me too, but I'm not a achievement *****, so it didn't bother me that much.
The game is great fun to play and the only real gripe about the game, that I have, is the crappy energy system and the lack of real melee. I think the game would have been better with one rechargable battery, that you can just expand with upgrades and increase the recharge rate. Balancing could have been done, by reducing the amount of energy capacity each upgrade provides and then making it so, that you either add proper melee or heavily reduce the energy of a takedown where the enemy hasn't seen you.
I don't think such changes would create any serious imbalances, since you can do it all now, but it just requires constant energy management. The current system also makes investing in the battery augmentation tree an almost pointless thing to do, which is a clear sign that the system isn't working very well. If there are any severe balance issues, you can always modify the energy cost of the overpowered abilities/combinations to compensate.
It's also slightly amusing to listen to people complain how overpowered cloak+takedowns would be with a larger rechargable battery in a game where you can easily murder anyone with a single silenced shot to the head without them having any chance of noticing you even without using the cloak. It's a single player game with many overpowered things already. It won't break the game, if you make the energy system a bit more sensible and convenient to manage.
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Destination SkillQueue
Are We There Yet
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Posted - 2011.09.01 21:56:00 -
[4]
Edited by: Destination SkillQueue on 01/09/2011 22:02:24
I just finished the game and I'll take back my "only one major gripe" post. The ending suuuuuuuucccks so badly compared to deus ex. Without going into spoilers the last part is a short atmospheric tunnel run, disrupted by a boring boss "fight"(bad boss fight that is more cutscene than you playing) and ends in a room where you literally select the ending you want by getting another long ass cutscene and then pressing the corresponding button. Propably the worst and laziest way to implement a multiple choice ending, that I've ever seen. Absolutely horrible.
Even the familiar philosophical parts in the end where each side gets to defend their point of view was mostly very unconvincing. I guess they wanted to write natural dialogue or couldn't be arsed to construct well thought out arguments, but it comes off about as convincing as Tom Gerards forum posting. It's still a great game, but the end didn't leave a good taste in my mouth and for a deus ex game it's not actually that deus exy outside the game mechanics. Meaning the conspiracy and philosophical portions of the game are underdeveloped compared to the first game.
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