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gtrmp
Sep 29, 2008

Oba-Ma... Oba-Ma! Oba-Ma, aasha deh!

BattleHamster posted:

Art Director for the new games



Dante from the DmC reboot is the likeness of the director of the game

and Gordon Freeman is the co-founder of Valve (the one who isn't Gabe Newell)

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gtrmp
Sep 29, 2008

Oba-Ma... Oba-Ma! Oba-Ma, aasha deh!

JustJeff88 posted:

Has anyone here played Deus Ex "The Conspiracy" for PS2? Apart from mouse-aiming being clearly superior, I just wondered how it was compared to PC. I fear that it would be greatly stripped down in complexity and probably having tiny levels due to console limitations (see: Thief Deadly Shadows), but I'd like to be proven wrong.

It's a perfectly adequate port (by the standard of the time it was exceptional), but it's a 2002 console port of a PC game that lives on mainly in modded form, so there's no reason to play it today outside of curiosity's sake.

Location-based health is gone in favor of a traditional health bar (and it retains Realistic's rule that headshots are fatal for everyone, which means that Hard is still harder than Realistic in practice even though you have half as much health on Realistic). Probably the most drastic change overall is the inventory system, which discards the Tetris space-management system entirely in favor only letting you carry up to four firearms regardless of size, one of each melee weapon (not that you'd need any of them other than the baton and the DT), plus up to one full stack of each and every stackable item (medkits, LAMs, each kind of food, each kind of ammo, etc). Having to worry solely about item quantity rather than item size does change how you think about what to carry: the GEP gun becomes a much more viable weapon, but pistols and augs require more conscious resource management since you can't hoard multiple piles of ammo or energy cells.

As far as changes to levels go, some of the larger levels are split up with twistier hallways or ugly walls of corrugated metal. Liberty Island is the level that suffers the most obviously: the dock where you start and the UNATCO entrance are together behind one load screen, the area outside the statue is split into two more areas, the statue interior is a fourth, and then of course there's another when you go down the hall into UNATCO HQ proper. (Although the PS2 version's choice to move the start so that it leads directly to the UNATCO exterior is probably a structural improvement over the start of the game as-is, since it more effectively signals to a new player that this is an exploration game with shooting elements rather than a shooter with exploration elements.) Meanwhile, other sprawling levels like the airport that seem like they'd be at least as large in terms of memory are essentially untouched, which makes the universally smaller levels of DX:IW feel diminished even in comparison to the PS2 port of the original.

gtrmp
Sep 29, 2008

Oba-Ma... Oba-Ma! Oba-Ma, aasha deh!

Lord Ludikrous posted:

The PS2 version is actually a very good port by the standards of the time and worth a go by any Deus Ex fan. I’m pleased to say it controls very well and has a generous auto aim system so you won’t struggle in combat. You will struggle a lot more trying to pick gas mines off the walls before they explode.

Performance is a mixed bag - most areas keep to around 30fps but in the larger open areas and where there are a lot of NPCS the frame rate gets very choppy. Predictably levels have been cut into smaller segments, some rearranged (Liberty Island exterior is very different), and the audio is of noticeably inferior quality. Textures aren’t very good but models and animations have been substantially improved. Characters all have modelled eyes, and NPCs collapse in a realistic fashion.

They’ve also changed the inventory. Instead of the grid system that RE4 would popularise, it’s just a series of slots with maximum capacities for each item.

Which means it is strongly recommended you pick the GEP Gun right at the start and keep it for the entire game.

One change that the PS2 version makes for memory purposes but actually improves how the game flows is right at the start, where the dock at Liberty Island now connects directly to the UNATCO entrance/helipad area instead of making you get past that first guard to get there. It helps to emphasize to new players that the game is about exploration and interaction first and shooting second, rather than the other way around.

gtrmp
Sep 29, 2008

Oba-Ma... Oba-Ma! Oba-Ma, aasha deh!

Item Getter posted:

On an unrelated note, I was thinking has any other game sequel pulled the "actually, ALL the endings happened" like DX2?

Dark Souls 2

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