Skip to main content

DXMD: Is Eidos Montreal Autistic?

I have mixed feelings about Deus Ex: Mankind Divided.

I like a lot of the ways the mechanics have been refined from DXHR; I like that Eidos Montreal paid attention to how stupid the idea of "boss fights" in a Deus Ex game is. Overall, mechanics-wise, this is a great sequel to DXHR.

But there's something just plain missing, and that's, for lack of a better term, the heart. I'm anticipating more hours of a fun stealthy choice-of-options game, but I'm already convinced that there's zero chance that it will give me anything to chew on, mentally, and isn't likely to even keep me attached to the character I'm playing. With only mechanics and no heart, this is simply not worthy of the Deus Ex name; it's just cyberpunk Thief.

The original Deus Ex was a masterpiece in many ways - and notably, the stealth gameplay and shooter aspects were not high on the list: for example many shooter and stealth game fans rag, accurately, on the stupid guard AI. DXIW, despite the crappiness in which it was soaked by having to fit onto an Xbox, still set up some questions about what it means to be human, what free will is, the difference between guilt and responsibility, and such. DXHR utterly failed there (the pot-laden voiceovers that took the place of endings were particularly insulting) but at least the character was discovering himself and experiencing pathos, traversing an arc from naivete to action about the conspiracies around him.

But this time around, Jensen's story is already done, and on-screen he's just a rubber-chicken stand-in for a protagonist. Rock, Paper, Shotgun has described well: https://www.rockpapershotgun.com/2016/08/26/deus-ex-adam-jensen

So Eidos Montreal is now zero for two on showing the slightest clue about, let alone grokking, what made Deus Ex such an interesting and seminal game. I'm not exaggerating when I ask, is the studio suffering from an institutional form of autism, where they are incapable of empathy with players or understanding player' viewpoints?

In a way, it's worse than Squenix. Squenix despises their players, and has made it a solid expectation that their games will actively insult one's intelligence. But Eidos Montreal seems to be unable to comprehend who their players even are.

Comments

Popular posts from this blog

Looks like Nintendo may have gotten their head back into daylight this time

The Wii U was (IMO) a dumb idea that (factually) tanked, evidence that Nintendo had no clue how to follow up what made the Wii a breakthrough product. But it looks like they may have figured out what they are doing right with the 3DS, and how to really cash in on the new trend toward multiscreen entertainment at home without being needlessly expensive, asymmetrically lame on multiplayer, and totally separate from their successful handhelds. http://kotaku.com/heres-your-first-look-at-the-nx-nintendos-upcoming-con-1788004927

The little-known game I'm anticipating almost as much as T:ToN

I backed a project called "A House of Many Doors" a while ago on Kickstarter, and it now has a "Coming Soon" store page on Steam. This only matters because, unlike the normal case where every KS update seems like a "don't forget us please" marketing spiel, the ones on this have been insights into the author's ideas for how the game will be different and why he is making it. The backer update that accompanied the announcement about the Steam page is a great example, and I think maybe other folks might find it as intriguing as I do: "Without going too much into spoiler territory, the way to advance the main quest is by exploration itself. You need to gather a resource called 'Apprehensions,' representing your knowledge of the House and all its secrets and oddities. You can collect Apprehensions by writing poetry, discovering new locations, or completing side-quests. (Why did I choose this design? Well, I was fed up of the thing you g...

This sounds pretty amazing, unique, and intriguing

This sounds really amazing - something like Eternal Darkness only not horrific, in that the game reaches out from the screen to interact with the player out of character. In ED that deepened the horror and provided comic relief simultaneously; this sounds like it might feel differently to different people but still very cool I don't need to repeat the RPS article, I'll just link to it. https://www.rockpapershotgun.com/2016/12/12/oneshot-review/