Well, I couldn’t exactly play the ill-advised prequel without going on to cleanse my palate with the real deal. While floating around the grungy millenial streets of Deus Ex, I got to thinking about one feature that was particularly controversial about its prequel: boss fights. Because the original Deus Ex doesn’t actually have a final boss… Or does it?
Beware of spoilers.
All right, we’ve finished bawling our eyes out about the plot, now how about we get down to the mechanics of Human Revolution? It is, after all, a computer game. Can we find it in ourselves to disentangle the lore from the gameplay?
At the time, I didn’t blog about Human Revolution because I knew I could never give it an unbiased review. Why? Because it is, quite simply, not Deus Ex. It is a lot of things — a well-made immersive sim, possibly even a good game — just not Deus Ex.
Plot and lore mean a lot to me, and the incongruities in the first half hour alone make me want to spew. I played through the whole game and the wrongness never dissipated, so I just moaned a bit offline and let it go.
Alas, the fancy recently took me that I should replay the game now… And I can hold it no longer.
This blog is not about the game on its own merits. This blog is about why Human Revolution is not Deus Ex — in the same way that Unreal II is not very Unreal. This blog is about why the game “not being Deus Ex” is important.
I will understand completely if you think less of me by the end of this post, and there are spoilers for “all three games in the franchise” everywhere. Continue reading