Monday, 21 November 2011

Shutting Down On A High

I was right and I was wrong, and the stuff I was right about was good and the stuff I was wrong about worked out good. What am I jabbering on about? The end of Deus Ex: Human Revolution, that’s what. SPOILERS about the end of the game from here!

So upon leaving Megan Reed and seeing to it that she and the rest of the scientist people got away from wherever I was on the helicopter, I then had to make my own escape via some kind of rocket, which was pretty cool. It was there I had my first encounter with the near-rabid, messed up augmented people; a mad bunch I’d be dealing with a whole lot more before I was done. . .

So my big concern was that I was going to be faced with another slog of stealth and hacking to progress through. . . and it is on this that I was wrong. And oh what a joy! The base I landed at had suffered the ravages of augmented people going mental and attacking everyone else and so the place was rather deserted once I got there, save for the odd rabid person hanging around. But a quick smack about the head soon put them down.

Otherwise I was free to roam the corridors and halls, only having to essentially hack a computer to turn a turret off. Otherwise I just had freedom! It felt good. Even though I did spend half the time being cautious round corners and wary of making too much noise – mainly because old habits die hard.



The confrontation with Hugh Darrow, as a ‘boss’ encounter, took the shape of a conversation that I think I failed at. It didn’t prevent me continuing though it probably denied me a trophy. After that the real fun began, with a supposed rescue mission of Sarif and Taggart and a fight through a horde of mad augments!

I say it was a ‘supposed’ rescue mission because I managed to completely miss both Sarif and Taggart and got to the exit lift without them. (I since went back from a save point and completed the end of the game fully – winning the conversations, finding Sarif and Taggart, and seeing all the endings.) The last boss was reasonably easy, but also fun in the sense that it was both a fight and a puzzle. Again, my grenade launcher came in good use here when it came to blasting the shield.

The end of the game offered options on how it was set to end, though on this I thought the game felt a little bit ponderous and naval-gazing. The arguments of the merits of technology for mankind all felt too extreme for me to really be able to side with any one of them. In all honesty I thought the game reckoned itself more profound than it really was, and was rather didactic in its approach.

Far more gratifying as a gamer was the trophies that pinged at the end. My toiling efforts had been worthwhile when the ‘Foxiest of the Hounds’ and ‘The Pacifist’ trophies were awarded for never alerting hostiles to my presence and never killing anyone. As I understood it those were the most demanding trophies to obtain in the whole game and, for a second playthrough on Hard, there’s not too much standing in the way of me getting a Platinum for it. And, hey, on this second playthrough I can now be a little more carefree about being seen and killing people! Fun times!

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