Monday, 31 October 2011

Made In China

So my gaming journey with Deus Ex: Human Revolution saw me journey to Hengsha, in China. I feel like I spent absolutely ages there. And whilst it initially felt like an overwhelming, multi-levelled sprawl I eventually got used to it and found my way around and realised it wasn’t quite as large as initially appeared.

Again, like in Detroit, I was initially impressed with the atmosphere of the place. That feel of landing in a new location, where the people didn’t often speak my language, and were going about their lives whilst I went about my business was fairly well-realised. In next to no time I was roaming the halls and rooms of a brothel and soon sent on a mission to help some hooker.



There were a couple of other missions on the go, usually leading me into a club called The Hive. Thankfully I’d been snooping around the hotel rooms and managed to get a card to get me access into the place. I’ve heard of people complain about not being to get into the police station, or not being able to get into The Hive, and I can imagine it being a pain to have to sneak around those places.

The simplistic nature of the missions didn’t exactly wow me. The best part of the whole Hensha area was the section inside the large ‘capsule’ compound, like a hotel of pods, that was a curious environment but was also quite tricky to escape from undetected when enemies swarmed into the place.

I completed all of the side missions that I was presented with (it’s impossible to know if I've done them all without looking online, something I haven’t done, but I feel like I missed one or two things in Detroit but may have potentially completed everything in Hengsha).



The final mission was quite good fun – there were some spectacular views of the city in the morning light through the windows of the laboratory I was infiltrating. It was nice to be able to walk around as though I was an employee as well as have to slip into stealth mode occasionally. There wasn’t quite the same level of restarting required here as the was with the FEMA facility, which made for a more flowing, engaging experience.

I was anticipating a boss fight, but there was none. Instead some woman gave me the slip and then I was trapped in a room with a horde of soldiers pouring in hunting for me. The handy vent over on the right afforded me an easy escape route so it felt like something of a rather convenient end to the level. Not that I am complaining too much – combat is something I’ve scarcely been involved in so the less boss fights, the less physical encounters, the better!

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