At 9/2/16 02:22 PM, TheMaster wrote:
At 9/2/16 02:14 PM, Jackho wrote:
Bumping. I've put 20 hours into this now and think I'm about two thirds into it (assuming it follows the same general structure as HR). Playing on hard mode, no kills, stealth only, and taking my time.
How. I did all side quests, no kills, no alerts on Give Me Deus Ex and finished it in 19 hours.
Finished it last night, 25 hours or so. I was playing the same as you but perhaps limiting myself a bit more, didn't carry any non lethal weapons, didn't activate any "cheap" or offence augments (cloak, typhoon, the stun thing), and on top of that I reloaded often to see the other dialogue outcomes and make sure I'd got the "real" conclusion to a sidequest. Or maybe I'm just shit and died more.
The tranq rifle is possibly the best in the game so I had to sell it. Completely silent, long range, perfectly accurate, non-lethal and doesn't even alert someone when they're hit by it, and it's ibe of the starting weapons. MGS games have this issue too, going non-lethal should be the harder moral-fuelled path, but the tranq pistol is one of the best guns in the game and makes the non lethal approach literally the easiest and only logical choice by any measure, in that case even if sleeping bodes are found they don't raise suspicion.
Tranq guns are a broken mechanic in general I guess, but you could at least need to find the silencer upgrade and scope yourself. The stun gun has some of the same issues but at least it has very short range to balance it somewhat.
Didn't get the foxiest achievement for no alarms since one that's out of the player's control triggered in the GARM facility, it depends on whether you choose to call Miller or Vega at the start of the mission. That's some stupid bullshit, seriously thats the kind of thing that makes me hate options within game narratives, it's such an abstract nonsensical thing for a purely arbitrary, unnecessary choice of who to talk to would void an achievement tied to a gameplay mechanic that you've been working on for 20 hours now, there's no logic, there's no story consequence, it's retarded. I was already leaving Prague again by the time I looked it up so I was past giving a shit. At least I know where it went wrong and it's not just down to a filmsy definition of "alarm" like the last game.
I was planning to go full rambo next playthrough, kill everyone and get the most out of all the offensive augs I didn't try, but I might put it on easy and just cloak through the main quest for the alert achievement.
The one major disappointment, and I'm surprised you didn't bring this up, was the last chunk of the game, it started to feel significantly lazier and more hastily designed as it went on, even in sidequests, and then it ends quite abruptly without any resolution but a hook to lead into the next game. There's not even a half decent twist. They've gone and franchised it. It's so obviously built as one minor piece of a story rather than a whole, self contained one like each Deus Ex before it, and I can't imagine Eidos Montreal doing that so I'll just blame Square Enix and their horrible business practices. This game would be truly immense if the end was rather the half way point and it just kept going into the Janus stuff. This is one of my all time favourite series and that approach has dampened my enthusiasm to the point where I might not even play the next one.
At 9/4/16 12:01 AM, Goldsickle wrote:
I just finished "I Never Asked For This" mode, the one with the perma-death.
I need to try that too, though I'm a bit disappointed you can't select that on new game+. I like the idea of a very hard perma death mode but with all your augs to play with, rather than being basically restricted to another stealth only playthrough.
If it were me I'd go full-on Crank and have a time limit too, like Jensen gets orchid poisoned in the first mission and you need to beat the game/get the antidote in a set amount of hours. That sounds fun to me. I'm glad they added the mode, but if they're gonna name it after a meme and everything they could've gone a bit more creative and set it apart. Permadeath, no time to fuck around, but all augs available (well maybe not cloak), should be a mod for that.
But I hated the body dragging mechanics.
I think the issue is more with the collision dtection that the dragging itself, I actually like being limited to dragging in theory but the one mission where you kidnap the Dvali guy was a nightmare. You had to drag him up two flights of stairs, through two cluttered rooms, off a balcony into a bunch of garbage and then into a storage locker. It would take Jensen maybe 20 seconds to walk it but it took me probably at least 10 minutes to drag that fucker and I had to reload multiple times as he got hopelessly stuck in objects. The narrow double doors to the balcony was like threading a needle, if he hit the doors at all he'd get glued to them and keep springing backward into the room, and once you get him off the balcony he's liable to phase through the garbage bags and get permanently stuck in them.
I also despise the hacking mini-game, due to how it's pretty much dictated by RNG.
If the game wants to screw you, you'll get discovered when capturing your first node, even when your hacking stealth is maxed out.
I don't quite agree, it's not perfect but of the 130+ hacks I did (the game tracks the number) only one was genuinely frustrating due to bad RNG luck. It's quite tense when you try to capture a high level node and it might or might not trigger, and really intense when you beat the countdown by a few miliseconds. I never had disproportionate luck with low level nodes triggering or anything. Low level locks aren't rewarding to do flawlessly but they shouldn't be, and there's some genuine relief when you get past a node in a high level lock that you statistically shouldn't have. It's the type of feeling you usually only get from D&D.
Although I got the remote hacking aug near the end and I might prefer that. It's much simpler but more skill based, more rewarding when you hit it flawlessly and probably more punishing to fail as you're likely left quite open for several seconds.
(spoiler here)
Also I was wondering did either of you (@themaster) check on Koller when you return to curfew prague? He'd been murdered in mine and I don't know what caused it. Reading Radich's email a bit later revealed it might have been him, as in Radich killed Koller because Kollar couldn't supply what he needed, because Kollar's own his supplier was the guy in Golem city that Otar tells you to get rid of. That was the one story moment that hit me with a shock and it's probably easily missable. Half teh reason I want a kill everything playthrough is to stop that, and to see what happens in one of the later story mission if both dvali leaders are dead.