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Have you gone Postal in Deus Ex :HR yet?
by A W on 09/07/11 10:04:00 am

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

So I have been enjoying a little game called Deus EX: HR.  Though the game is getting nitpicked by a few oppertunist on things like Boss fights, Pre render scenes (which I myself fail to understand the reason for them), and whether characters hold rasict stereotypes. the overall expeince has been fun thus far and enjoyable.  One thing sticks out in the back of my mind as I play through this game and it has to to do with going postal in the game.  Has anyone done it yet, and what are the consequences of you actions if you can get away with it?

I ask because the very first thing I got about the game when first playing, is the hostile overtones of each area as I explore.  Yeah there are the missions that you partake in which house guards that sport the best armor, wepons, and scounting tactics.  But the hostile mood is even felt in the areas where you don't have mission objectives.  What would hapen if you just stood on the corner and started picking off innocent people for no reason? Would the game turn so hostile against you that there would be no exscape of your actions. 

This was a fundimental problem I had with playing games like GTA, which is probably why I never cared for them and never really get around to finishing the ones I have played through. It seems that you can get a way with so much in the game that if you escape hostile enviorments after causing the most havok you can, the game forgets you and everything returns to normal as if nothing took place, even alowing you to retuen to the scene of the crime without reprecusion.

Perhaps I'm comparing apples to oranges. But I just wonder, has anyone found the need or desire to go postal in DE: HR and is there severe consequences for doing so, or can you just return back to work after doing so and the enviroenment acts as if nothing happen?


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Comments


John Martins
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Strangest reason I've ever heard for not playing GTA if I'm honest. The fun is the part "during" the rampage/chase, not suffering the consequences after you've had a good time. It resets so that the player can start all over again, on their own terms. Aren't most gamers familiar with suspension of disbelief by now? It'd certainly ruin Deus Ex: HR if you weren't.

A W
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I think that its fun to go on the rampages in GTA, but after there is no change in perception of the NPC towards the character if you get a way with it. I feel that soon the effect wears of because you began to learn that as long as you can get away with what you do, your choice of how you handle the world and the people in it is an illusion because they are programed not to care.



Some examples of how your choice can effect the learning of the game word and what is acceptable in it: In the 1st Godfather game, If you caused trouble in an area, after a while the people there would remember you and if you happen to role in on their turf, they would retaliate until you brought the territory under your full control.



In Legend of Zelda for the GB you walked into the shop and found out the shovel was expensive. You could steal it while the shop keeper was not looking, however if you went back to that shop for anything else (I think there was two must purchase items in that shop) The shop keeper would kill you and from that point on your name would be known as THIEF by the rest of the characters.



I just find that game play style more rewarding than GTA's casual style of anarchy with no repercussions. As for Deus EX: HR. I'm just curious. The world does seem to have a harsher atmosphere because you don't know who's packing heat, and who will protect who if you kill some one for the hell of it. However it may just be window dressing and nothing more than that. I mean what would happen if you walked in to work, went to the boss and Killed him? Does the game automatically end or are you allowed a chance to escape the building with your life? How would you be treated if you managed to escape the building with your life after?



If you game is going to be based around the choice of being able to do what you want, then the game play can be centered around what happens if the player makes the bad choices and yet wants to keep living in the game world without restarting over form that choice.


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