With the release of the 1.30 patch I started playing this game again from the very beginning. Since many thought this would be the final patch for the game (I have no idea if that’s true, it’s possible I guess) there was no reason to wait with another playthrough.
Under this premise, it was especially disappointing to see that “all” the little bugs are still there like they were in the release version even (some of them). I even encountered a few new ones. Now, none of them are game breaking, it’s not like that, it doesn’t even detract (much) from the glorious masterpiece this game is, but if you love a game this much, some sort of final polish would have been very welcome.
All screenshots are 1.30.
It happened to me for the very first time that an opponent had 2 Villentretenmerth cards, when there should be just one in each deck. Part of the fun playing a computer in cards, is that there is no cheating!
They still didn’t translate/remove debug messages from several of the texts, especially in Toussaint. I guess they think no one is reading these anyway. :P Often boards in Toussaint have several of such messages.
A similar bug is on the character screen. Some abilities display their variables instead of a value. I suppose this is cosmetic only and actually works in the game.
On the Kaer Morhen map, right outside of the bastion, I always have this wolf, who has fallen through the map.
During one of the possible endings, the game doesn’t display the dialog options anymore, when talking to the innkeep, right after checking out his store inventory – which makes it hard to end the dialog with him without ending the game via Task Manager and reloading a savegame.
One of the inns in Velen has an herbalist sitting right next to the door, forgot the name (Cunny of the Goose? Inn at the Crossroads? One of those I think), but after returning to him after the first encounter, it is no longer possible to access his shop. “Let me see your wares” only returns to the dialog options. There is at least one other vendor who has this problem. I also remember one of the traveling vendors can have this bug.
One of the abandoned sites in Velen (sadly forgot which one exactly, but there aren’t this many) can trigger the famous message “new marker added to the map” – but there won’t be a marker on the map! Damn, let me fast travel please! :P
Normally I can play this game for hours without any sort of crashes and the like, but if traveling from Toussaint to Velen, the game often ends up crashing to desktop. I guess most bugs appear in and around the latest/last expansion.
Keira Metz is still standing around on the Kaer Morhen map, after she should be gone. This has been the case since… release?
Sometimes there are empty containers, that still allow you to open them.
Another one in since the release version, is the issue with the bolts. The crossbow has standard infinite bolts, but other finite variants can be equipped. It happens all the time, that the infinite bolts are moved over into the inventory. That’s not supposed to happen, since any other bolt variant is supposed to override the infinite ones, not replace them as an equippable (that’s not a word, is it?) item.
As always I’m sure I have forgotten something, so I’ll try to add/correct this list while I play along.
They just released a new patch, which funnily enough, doesn’t touch any of the things I mentioned here. But at least the question if they were going to release another one has been answered.
– Corrects Arabic text in the expansions.
– Corrects Turkish text.
– Repairs holes in Vimme Vivaldi’s new clothes.
– Fixes long loading times in dialogues in the vicinity of Hierarch Square.
– Fixes infinite loading screen occurring during the “Pyres of Novigrad” quest when following the thief.
– Corrects credits.
– (Origin) Fixes NPC lipsync issues.
What is it about Dan Aykroyd’s crystal skull vodka popping up everywhere lately?!? EVERYWHERE!
Anyway, I just finished Deus Ex: Jensen’s Stories – Desperate Measures. :D The mission itself is solid and offers a lot of the strengths the Deus Ex franchise is loved for. Here too, the mission can be won in several ways and even then there is more than one path to complete most of them.
What bothered me a little bit about this mission, is that it obviously was meant to be part of the game, but was cut out so they would have some dumb DLC pre-order shit available. It’s literally a part of the main story missing. And it’s stupid to experience after being done with the main campaign. It just doesn’t feel that relevant anymore – you know where all of this is going. What makes it even more obvious, is that the player is given a Praxis kit at the very end of the mission, right before the ending credits start rolling – this is absolutely pointless, unless, of course, it (at some point) was part of the main game and you could have used this Praxis kit in the following missions…
They pulled this crap in Deus Ex: Human Revolution as well, but at least then the additional mission appeared during the campaign itself, if you had it. It wasn’t entirely set apart.
This isn’t the only thing they’ve done to break your immersion. There are also these “hidden” collectible triangles during the main campaign, you are supposed to take a picture of with an android/iOS app. WTF? Why wasn’t that labeled “Desperate Measures”?
The breach mode is next for me (I don’t fully understand what it is yet). I have only played the first mission so far and the woman seems to be voiced by Tali’Zorah from Mass Effect (doesn’t show on imdb though, not sure). That leaves a good first impression, I guess.
Hey I had no idea Squeenix adapted Telltale’s episodic format! Can’t wait for episode 2 to come out! :P But seriously: Just finished it – took me 46 hours (according to Steam) and the ending credits were like 20 minutes of that. :D I loved it. The only thing that annoyed me, is that the story isn’t nearly done. The last mission doesn’t feel like the final one and more like a point at which everything seriously starts to kick off. It’s designed in a way, other games handle their middle.
Usually this is a “feature” which I strongly dislike in a game, the reason I love this latest Deus Ex anyway, is because they still did pretty much everything else very right and I loved every second of playing it. The world building is tremendous (even better than in Deus Ex: Human Revolution) and even the side quests are usually very good. They all have something memorable to offer. Maybe that’s even the reason the main story came short, because they build such a massive hub (Prague – the city consists of five separate maps), that they had to stop somewhere, to finally have a shippable game. At some point each dev has to polish their product into something that can be released at a realistic date and it’s often done by cutting.
I could be wrong, but Mankind Divided might be the first game I ever played that didn’t have any noticeable clones. In fact I dare to claim, that there is no other game, which has such a diverse cast of characters. Even in games which care about that, we usually see NPCs with clothing only in different colors, which are otherwise the same nonetheless. You know what I’m talking about. Eidos Montreal however, went completely nuts here. The characters have different faces, hair cuts, clothing, they wear glasses, have dirty faces, are having various augments installed… It’s so incredible. I’m not usually one to look for such stuff, this is how much effort was made here, that even I had to notice this.
Seriously, which game has even minor side characters change their clothing?
Another thing that I had never seen like this in a game before was, when Jensen met a contact in a club and agreed to see the same person a little later, this person was then wearing different clothes! Completely crazy! Usually there’s only one model per character (unless it’s the main character or some other special case) and it’s used for the whole game, but here a minor side character got this treatment. I’ll never forget this, the amount of work put into this single aspect of the game must be insane!
Deus Ex: Mankind Divided 2016
I should mention though, that they did reuse some assets from other games like Thief.
I guess this could be interpreted as a reference, like the one for Hitman. Before I forget it, the facial expressions and animations are usually also super awesome. They are so good, they often appear seamless, it’s like not noticing a special effect in a movie because it’s done so well you don’t recognize it as an effect.
So coming back to the story and its abrupt end, I’m forced to keep wondering if they will just drop it, make a sequel, or publish “appropriate” DLC for this game. There is a season pass for this game, which I obviously didn’t buy (especially not since it’s almost the same price as the ), but even so it is very doubtful that the 2 (shorter?) missions in it are supposed to give closure to this 40 hour game. But even if they did, it would only leave a very bad taste, that you couldn’t experience the story fully without paying extra.
The game is so glorious, that I don’t even have to think about playing it again. It’s only a matter of when.
Oh and because I read on Steam other people have bugs/technical issues with this game, I really didn’t except for the glitches I will describe in a moment. I’m not writing this to say that I’m one of these crazy assholes who think that a game can’t have issues just because they didn’t run into any.
I played it for 46 hours, in that time it crashed once to desktop, once the textures glitched out into some dark mess and in one hacking minigame, I just couldn’t click on any nodes. Nothing would happen. It was so broken, that I had to use a multitool to get into this specific computer.
The only bug (?) that really annoyed me in this game, was that reloading a save was only possible by pressing space at the end. Sadly space is also the key for all kinds of stuff in the game. And – get this – Deus Ex executes the button for reloading a savegame in game, as if you had pressed it twice. That got me into all kinds of trouble, because space would sometimes make Jensen jump in front of enemies or something equally crazy. At some point I would just force myself to put Jensen somewhere “safe”, so that I wouldn’t be in trouble if I had to reload a quicksave (or any save). I seriously hope they will fix that.
A last ugly thing I noticed, is that they got this disturbing relic still active (I already hated that with a passion in Human Revolution and Mankind Divided inherited it), of the game pulling the last equipped item after hacking a computer for instance. In case someone doesn’t know what I’m talking about, every time the player ends hacking a computer with clicking on the exit button (instead of using the escape key for example), Jensen will draw the last equipped item, usually a weapon, without the player wanting him to do that. It’s less fatal than the aforementioned savegame issue, but as annoying.
Since they haven’t fixed this for a solid 5 years now, maybe Eidos Montreal thinks it’s a feature? One last thing that I wish would work differently, is some shop owners repeat their intial greeting phrases after every mission. Usually I love ranting about Dragon Age Inquisition (because I hate games that betray their potential more than anything :P), but for once this game has something which is a good idea, namely every shop allows to either talk to the owner, or just open the shop. Having to endure these long winded talks when I just want to sell some stuff cluttering my inventory, I’m constantly missing this feature.
PS: I appropriately praised all the awesome stuff in this game right? Because it deserves praise, how they designed everything so there are always numerous ways of doing something. Many games struggle with getting one way to barely work out. When playing this game, it’s always obvious why it took them 5 years to make it. Unless devs are willing to put this much time and effort into a game, such incredible blockbusters like Deus Ex would be impossible to even remotely pull off. I’m so happy that there are still some who are willing and able to do just that.
+Fixed warform-weapons bug, moved Yugo to pier and limo onto street.
+Adjusted some weapon damages for plus and restored some for basic.
+Added shake to forklift hit and improved two friend emails timings.
+Fixed museum areaportal and small texture issues, thanks Psycho-A.
+Added door to SM haven bathroom and masquerade area outside museum.
+Mentioned Clan Lasombra in the world loading tips, thanks to IanW.
Corrected bad elevator light at Red Dragon and Jezebel’s door lock.
Fixed decapitation shot and restored basic drugbox value and rain.
Unified keypad sounds and fixed wrong detection and sounds on Dane.
Fixed museum door not being locked and some minor dialogue issues.
Lowered Asylum music volume after loading and fixed minor map bugs.
Added original Japanese and Russian words to translated subtitles.
Fixed Society of Leopold map hole and reduced artefacts over beach.
Updated SDK and fixed audio loop at Fu Syndicate, thanks Psycho-A.
Made manholes in Venture Tower cellar and Ocean House sewers close.
Fixed bad Kerri dialogue start and delayed Jeanette and Ming ones.
Used autoexec.cfg to fix talk dsp sound and frame rate door issues.
Enhanced some areaportals at Leopold Society and Giovanni Mansion.
Recompiled Kamikaze Zen and Zhao’s Warehouse maps to fix some bugs.
Fixed Nosferatu causing Masquerade violations exiting Luckee Star.
Made Chunk not attack you if you convinced him thus in the endgame.
Fixed some Ocean House rails, areaportals, shadows and a map hole.
Adjusted volume of some NPC lines and removed doubled pier effects.
Another huge patch for XCOM 2 was released, of all the patches so far, this is the one I noticed the least differences with. They got rid of that empty slider in the options though.
Like most other bigger patches, it came along with a DLC, this time the last one from the season pass, Shen’s Last Gift.
I liked the dynamics the battles against the new boss enemies offered in the last DLC a lot, even if some of the armors you got out of it might have looked a little silly. There is no such thing this time. Pretty much all this DLC does, is add robots. While I usually like robots in such settings, I’d call the sparks: a liability.
Even fully leveled, they hardly ever hit anything, which makes me feel like I wasted a spot on the team. Especially late game, I can’t afford it anymore, to bring people who won’t perform well. If other soldiers suck, I can always equip them with a superior scope and/or a superior perception PCS (pretty much everyone in my a-team has a 100 aim or even more). After that treatment every soldier becomes a great shot. Sparks however, can use neither. So what good is my big dumb robot, if it doesn’t hit anything?
I just finished my first campaign with this latest DLC and of course I wouldn’t bring a spark on the last mission. This is why I think the last DLC was much better, because it doesn’t just offer some interesting boss fights, but also supplies the player with some useful items one can keep using throughout the whole game.
So this basically means, that with the end of the one story mission, you are done with this DLC and there aren’t any other gifts it has to offer.
Am I using sparks wrong? Does anyone find them actually useful/prefers them to other soldiers/classes?
This game is just great. It isn’t just one of the best adventures of the last few years, but one of the best overall, since I started playing them 25 years ago. It’s already one of my favorites and I’ll never forget it. I already spoke a little bit about, how especially new adventures usually regressed, in comparison with really old adventures, when I wrote a few lines concerning the Day of Tentacle Remaster. This isn’t the case here. It’s so weird how it’s now necessary to play the low budget indie adventures, to get some features that were normal 25 years ago, but then were dropped from almost all adventures released in the last 15 years. Somebody explain that to me.
Technobabylon is also the best kind of adventure in another very important arena. I’m currently trying to force myself to finish Deponia and those 2 games are polar opposites. Technobabylon has this immersive story and great, interesting characters and there are some puzzles to solve, but these puzzles always serve the story and are always tied to the story. They are not an end in itself. This is exactly how these games should be designed. IMHO, of course. Deponia on the other hand (and in comparison), throws the player on screens that have, what feels like 50 puzzles to solve. And even then there is only a little bit of story happening. The game hardly has any story and every screen is not about discovery or fun or story, it’s about removing all those obstacles on each screen, that then will only thrust the player into the next round of puzzles. Thus it starts to feel like a tedious chore.
Technobabylon never does that, it remained interesting until the end, I never wanted to stop playing because I lost interest, so I guess they also got the length just right.
It’s really these wadjet eye games, that offer the most fun for people who once liked LucasArts adventures. Just like those, these games are often extremely original and vastly different from each other. It’s already a little adventure to learn what the next game is going to be about.
Since this game offers some choices to players here and there, I might even play it again. At the very least I’m asking myself, what would have happened, if I had acted differently. That too, is a very good thing.
I still have tons of these indie adventures ahead of me (claiming that there wouldn’t be adventures anymore is the biggest BS, btw), so I guess I’ll never finish Deponia. :)