

It's Splinter Cell Conviction with a perk tree. Since everyone can be everything, I'd argue that this isn't really an RPG anymore. In Human Revolution I was a stealthy, hacky, shooty armored guy with aug powers, and I had less XP than a lot of other players are going to. In Deux Ex 1, I spent the entire game becoming the ultimate weapons specialist at the cost of everything else. The perks only system isn't the worst thing in the world, but by the end of the game you'll have most of the perks anyway.

if you buy the DLC! It's like a bad parody of modern game design. At least they included a silenced sniper rifle. Melee weapons were removed outright to make room for the takedown system (thanks, I hate it!), so you can't do melee builds anymore. Pistols and SMGs are always going to be lackluster and useless for stealth, so there's no option to go John Wick on a MF. Gone are the days of specializing in a weapon style and actually building a playstyle around it. The removal of weapon skills and other stats was a huge mistake, in my opinion. Reason 3: no skills or playstyle distinctions This choice outright punishes player creativity. So if you decide to try something more unconventional, you can look forward to a shit ton of wasted XP. I can't believe the outright arrogance of the developers to think that they could account for EVERY playstyle that people were going to choose! Well, they couldn't. The whole appeal of Deus Ex 1 was that it let you invent your own playstyles. So even if I don't need to hack a terminal to complete the objective, I'm going to do it anyway just for the XP bonus. The same is true for anybody who uses lethal takedowns (see above) or doesn't hack every terminal. But if you only knock out one guy and sneak around the rest, the game doesn't have a reward for that and you just screwed yourself out of a shit ton of XP. There are rewards for knocking out enemies and rewards for ghosting through areas. In Human Revolution, XP rewards are all over the place. The point is to let you complete objectives however you want. It doesn't matter if you killed everyone in the room, ghosted your way around, or ran past everyone slapping your ass and howling like a baboon. Because that's very clearly the way you're supposed to play and the game will punish you for trying anything else.ĭeus Ex 1's system was perfect for this: you get a set amount of XP for every objective you complete. I find it hilarious that everybody I know who thinks this game has "tons of playstyles" played it the same way: pacifist stealth with a tranq gun. So I sure hope you didn't waste that silencer on an SMG! Tranq ammo on the other hand is quite powerful and widely available, so again there's no reason to use anything else. Since enemies go alert near instantly, if you can't kill them in a single shot then your gun is functionally worthless for stealth. Which is a polite way of saying that headshots are useless after the first few levels. Headshots are instant kills, but only on unarmored opponents. And since there's no non-contextual melee attack, I had to waste precious ammo doing that. As someone who tried to play the game as a stealth assassin, I literally had to knock out my enemies first and then kill them while they were unconscious. So unless you're already in a firefight, there's never a reason to use the lethal version. The only downside of non-lethal kills is that enemies can be woken up, but that's rarely an issue.

Non-lethal takedowns are almost completely silent and give you way more XP. Lethal takedowns alert all enemies with 25 meters, about the same amount of noise as a shotgun blast. Reason 1: Pacifism is the only kind of stealth It offers more choices than other AAA action games maybe, but compared to Deus Ex 1 it's an absolute joke! So with that in mind, here's a detailed breakdown of all the ways this game betrays player agency. I'm gonna be kind of incendiary with this post, but it genuinely baffles me that people defend Human Revolution as a game where you can "play how you want" when this is so blatantly untrue.
