Deus Ex Human Revolution EP29: Can I Haas Your Job?

By Shamus
on Mar 1, 2012
Filed under:
Spoiler Warning

107 comments

So yes, we’re back to the Haas puns. Sigh. This is why we can’t have nice things. Because of this.


Link (YouTube)

When Jensen returns home, the top floor of his building is patrolled by Sarif guards. Now, these guys are here because Sarif is here, and there are riots going on. But having spent enough time in videogame trope land, I was SO SURE this was the beginning of a doublecross. I looked at all these guards, and the fact that I was going to confront my boss, and figured this was the big betrayal moment. I figured there would be a cutscene, and then I’d be blasting my way through these guys to leave the building.

dehr_guards.jpg

I was so certain of this that I very nearly began knocking them out, so that they wouldn’t be a problem after the twist. Ultimately I decided against murdering a dozen or so guys based on genre-savvy-ness and metagame thinking. Which is a good thing, since there wasn’t a betrayal.

Still, I wonder if something like this was planned at some point.

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Footnotes:



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From the Archives:

  1. noahpocalypse says:

    I haas to wait until I haas no firewall to watch this.

  2. GTB says:

    I thought the same thing.

    Actually, I was thinking that the first time I went to Sarif industries and saw the cameras and guards walking around. “Well, i’ll probably have to deal with that eventually.”

    Strangely you never do. So i dunno. Is it possible they planned for something like that and just didn’t get time to do it or directed the story a different way, or do you just put it down to making the world seem more realistic by populating the building as it should be?

    I sort of expected an attack at some point too. A reverse situation from the rest of the game, where you have to find the invading goon(s) before he (or they) breech your security and take out Sarif or get some valuable information or something. Also never happened.

    • Gamer says:

      I just think it’s another case of developers intentionally invoking tropes and then subverting them. I am glad that they didn’t go the usual route with Sarif and instead made him a flawed, yet believable character.

      (But I too was surprised that it didn’t end up as a betrayal and that I didn’t have to fight my way out.)

      • King Lysandus says:

        THIS!

        I totally think that this is a subtle genre-subversion.
        I have played through this part a couple of times, and all the indicators are there.

        It just feels like they are going to be attacking you. Especially for those like me who played the original Deus Ex and remember UNATCO HQ.

    • ydant says:

      I took out the guards for exactly the same reason (and they remain out later on when you return to your apartment for some other reason). I was sure a betrayal was about to happen.

      What sealed it for me, though, was the janitor. I simply couldn’t justify the janitor being there just leaning against his trash can and the guards allowing him to loiter around like that. I expected HE was the real betrayer and the guards were in on it.

      So I took them all out.

    • More importantly I like that Jensen apparently expected a betrayal, which considering it’s happened the last two times he’s met someone, and he’s been explicitly told his boss is hiding something, should not surprise me as much as it does. But really I’m just saying that because Jensen’s been really gullible up until this point, particularly in cutscenes.

      This was the one time I wasn’t expecting a betrayal, given if Sarif was working for the Illuminati it would make no sense given all the stuff he tells you to do is directly anti-illuminati, and if he was with them, he’d have to be consciously backstabbing them. Not to mention he should know how dangerous Jensen is, so betraying his head of security killing machine in the middle of a riot would be practically suicidal.

      So even though that meant he was finally wising up, he was still several steps behind me. When he started asking how Sarif explains Megan being kidnapped before her research could be presented I was still going “really? we know she has enemies, we know they’re working for Sarif’s competitors, we know Sarif’s competitors are the illuminati, and we know how they got in so successfully, what’s to explain? I thought this was all pretty much figured out”.

      I never felt like JC Denton was this thick. He seemed to keep up with the plot pretty well, and if you suspected betrayal, you could actively prevent the sabotage before it happened, then react with mock concern when it shocked other people. I’m sorry, I meant bad voice acting.

      • Thomas says:

        At that point Jensen didn’t know about the Illuminati. He’s told immediately after that and he still takes the whole thing with a huge pinch of salt. In some ways we’ve got an advantage because we’re looking at it as a story and a sequel. The big thing with Jensen was him not putting together the pieces about his past.

        But yeah I liked that he was aggressive to his boss here. Adam never feels like he’s being completely pushed around or manipulated. He’s doing things that in some he’s convinced are things he should be doing and he’s suspicious of Sarif (who deserves suspicion) all through the game. He also takes a pretty good tone with Taggart

  3. MatthewH says:

    1.) I still don’t get why Jensen doesn’t pour Sarif a drink. Really, was he going to toast his boss’s brilliance if Sarif said “Of course we’re breeding super soldiers!” It isn’t like the Typhoon is a new development. And his next line of questioning made me think he was being petulant. Sarif should have gotten the “I was trying to protect you” line, or something similar, like he did in his boss conversation.

    2.) Eliza, I’ve thought that she was pulling a Daedalus. The Illuminati created her to advance their interests. Bob Paige/Hugh Darrow are working to harm the Illuminati. Having been duped by them, her data analysis ability is now allowing her to use Jensen to foil Paige/Darrow. But she can’t tell him that because Darrow and Paige are still -officially -part of the Illuminati. It’s sort of a Zeroeth Law Rebellion on her part. No, I have no idea why she appears as she does at the end of the game.

    3.) I shall yammer on this one (potentially last) time, I was really excited when this scene with Sarif happened, and we learned about the Illuminati trying to take over Sarif -and we were going to go foil them. And then it never comes up again.

    • Gamer says:

      @1) Think about it from Jensen’s point of view. He just went halfway around the world to figure out what happened the night of the attack and who’s responsible. He thought, up until then, that Sarif was being completely honest with him. Not only does he now know that Megan is still alive, but he knows that Sarif knows more than he was saying and might even be involved. I think it’s only natural that he doesn’t share the booze. If anything, he showed restraint by not pouring both glasses for himself, then punching Sarif in the face.

    • Michael says:

      He doesn’t pour Serif a drink because the cap is still on the bottle. Clearly, he can’t pour Serif a drink.

    • X2Eliah says:

      Wasn’t it timed just so that Adam would reconsider pouring a drink right as Sarif outright admits he’s been lying to Adam?

  4. Gamer says:

    Just when I thought there was no Wayne I could Hass-ibly make more puns, you guys give me another chance.

  5. Eärlindor says:

    Mini-rant /on

    WHAT THE HECK IS THIS CRAP?!?!?! We fought our way to the TOP of the building to work our way DOWN, rode a FUNICULAR, and snuck past an army of guards to find an energy spike at the bottom of the building, then fight a stupid boss, and we get there and there’s a HELIPAD RIGHT NEXT TO THE PLACE WE NEEDED TO BE?!?!?!?! RAAAAAAAAAAAAAAAAAAAGE!!!

    Mini-rant /off

    Sorry. I see the bay doors to the helipad, but I just needed to let that out.

    • Piflik says:

      You know…all these circular dungeons in Skyrim had a similar effect on me…but the worst thing was the old city in RAGE…the only thing that stood between me and my destination was a single wooden door, but instead of kicking it down, I had to trek around the whole city and fight a skyscraper-sized mutant…

      • Daemian Lucifer says:

        In skyrim this at least makes sense,because there are no cutscenes,so you have to walk out by yourself.But human revolution has plenty of cutscenes.Why not just have a prompt when you walk back the way you came “Would you like to exit the building?”,and if you say yes,t skips to you being back on the roof.

        • Sumanai says:

          I remember a friend telling me that he once pressed “no” for a prompt like that in a game, because he figured there was something he had missed in the level. Only, he had missed nothing and because the prompt didn’t come up again, he had to trek all the way back.

          • Paul Spooner says:

            Really, there should just be some sort of “fast travel” option to get from one place to another quickly. Especially if you’ve already successfully traversed an area once. Some way of marking a room as “cleared” (it doesn’t have to be cleared, the player just has to think so). Then, you can fast-travel along any connected path of rooms. If the room isn’t actually “safe” then you just get pulled out of fast travel mode to the sound of alarms and/or gunfire.

            Kind of like a mashup of Minesweeper and fast-travel. You can mark any room as “safe” but you have to pay the price if you’re wrong. There could even be a scaling value of “safeness” that the game keeps track of, with a probability that you will be caught if you just walk through with a determined look on your face. You might think that an area is totally safe, and walk through there several times, before the security guard notices you on the hidden camera and trips the alarms. It’s like the fast travel lottery, except you win klaxons instead of cash!

            • Sumanai says:

              I think a Fast Travel option that is enabled the second the main objective has been done would be the easiest to make.

              What you’re suggesting would mean there would have to be either a waypoint system or a pathfinding algorithm for the player character. But since NPCs will have to find their way also, the PC could use the same system. Just allow a cancel, in case the system gets you stuck in level geometry or something.

              I wouldn’t be against a system where getting across a room once marks it automatically as safe/passable and Fast Traveling across it couldn’t get you into trouble. Would help if you’re going for a minimum take down run or something.

              • Ateius says:

                Jensen didn’t know at first he was going to the bottom of the building when he first arrived.

                Plus, like WILL said. Secret. If you look close in the cutscene you can see the edges of the giant doors that close over the top of the thing to seal it off.

    • WILL says:

      It’s a secret helipad.

  6. rrgg says:

    I’m not really buying the whole outsourcing story. Why would you. . . how does that even happen? Every time I hear about it, the story sounds like someone on the development team just made the whole thing up in a vain attempt to save face.

    • Chris says:

      It happens all the time! Normally you outsource content creation – towards the end of development you might have a large gap between the space you’ve created and the amount of junk you want to throw into it, and you end up hiring freelance artists/companies to create those assets. Most modern games do this in one capacity or another; bringing in additional talent to shore up whatever aspects of content creation are lacking. Or if there’s logical place to slice up dev effort, entire chunks of the game might be distributed to other teams – the singleplayer and multiplayer components of both Call of Duty: Modern Warfare 3 and Bioshock 2 were developed this way.

      What’s unique about this situation (as I understand it, anyways) was that the boss fights were outsourced wholesale as setpieces. The design of the fights, the AI behaviors, the patterns, and the overall gameplay were all done out of house. Supposedly by the time Eidos Montreal heard back from the company making them, there was no time to fundamentally alter them to be not-stupid before release. They could either cut them outright or leave them in but mitigate the damage by providing the player with assault weapons and the like shortly beforehand, and they chose the latter. I’m at work now, but I’ll see if I can drudge up some of the documentation that exists on what happened – I had to school myself on the topic since my video for the game came out about a week before it was made known that the boss fights weren’t done in house, so I looked like an asshat for calling everyone werewolves.

      • rrgg says:

        Now that I think about it I guess the boss fights do sort of show just that. It’s like each one was made by people that didn’t really care about Jenson or the overall themes, but each team did have one character that was almost entirely their own and thought “you know what, let’s do our best to make this person as awesome as possible.”

        I guess it serves as a lesson on outsourcing with too little oversight or direction.

        • guy says:

          Yeah, pretty much. People joked that it was like the boss fights were made by an entirely different company well before we learned they actually were. Single combat with one massive pile of hitpoints in a locked room is just so unlike the rest of the game that the main reaction to the bossfights before the outsourcing thing was revealed was almost more confusion than anger.

      • anaphysik says:

        Problem: They still kept them in.
        Yet as was noted in the video, this boss fight does nothing for the story or scene its within. They really should have simply cut it. By actually including these crappy boss fights in the final game and releasing it as such, the developer gave their implicit approval that the scenes were “good enough.”

        I can only assume they were working with sunk costs in mind (‘well, since we already paid for these terrible things, we’d better put them in the game’). But this is a long game, not something you ‘need’ to pad out to make it marketable, and if something is crappy then it’s better to leave it out.
        (Or that they thought that boss fights were some necessary part of a game.)

        I mean, it’s still useful to know that the crap came from somewhere else – but it still got the stamp of approval from Eidos, and so they’re still to blame for it seeing the light of day.

        The appropriate response isn’t to include the outsourced crap and then sheepishly say that it was outsourced – it’s to say ‘this place we outsourced to made such terrible things that we didn’t even include them’ (and then either decide not to outsource such things in the future, or not use that outsourced developer ever again).

        (Or did Eidos approve it at all? Wiki says “Square Enix had outsourced the development of the boss fights to GRIP Entertainment” – was there publisher meddling from SE, or is it just flat out SE’s fault? Anyway, in that case, Square deserves the blame, but otherwise my point still stands.)

        • Daemian Lucifer says:

          The problem is that they already had these three appear from the very beginning,and you know that if they just scrapped these,people wouldve criticize them for that.

          What they shouldve done is add an option to skip boss fights.Something like “Due to time and budget constraints we had to rush three boss fights,so we advise you to skip them,but if you want,you can play them just to see why we will release a dlc later on to replace them”.And there you go,another dlc that people would buy afterwards.

          • The boss fights are bad, but I can see no end to the mocking if they not only left them in, but had a popup saying they didn’t have enough time or money to replace them. If they wanted to make them skippable, they should’ve included killphrases like in DE1. Also I’m pretty sure people wouldn’t be too happy about having to pay for DLC to make the game work properly.

        • GiantRaven says:

          Simply cutting out the bossfights would be a poor idea. That would mean that the already criminally undeveloped Tyrants would simply vanish from the game, or be dispatched by cutscene. I bet there would’ve been a lot more complaining had that been the case.

          • Zukhramm says:

            Why would people complain that characters they never knew existed are not in the game?

            • Grudgeal says:

              They make minor appearances in the intro, and having clearly boss-type people show up and be all evil and then *not* having you fight them later would probably annoy people.

              But then again, all of those appearances could be exchanged with more masked men, like the ones you shot at during the intro, without much trouble. You only needed to replace the guy who threw Adam through the wall with a couple of men with machine guns taking Adam by surprise, and the effect would be exactly the same.

              If the game never had them in the first place… Well, Adam’s enemies would get even more impersonal, but fighting megacorps and ancient conspiracies is sort of supposed to be like that.

            • GiantRaven says:

              If they were taken out entirely then the intro and cutscenes would need changing, which will just cost more money.

        • X2Eliah says:

          Thre three “bosses” were also featured quite extensively in the game’s pre-sale promotional material. And they appear a lot in the extra-novel (or was it a comic?). So.. all that indicates that the stuff explaining and introducing them was cut out of the game’s development due to time constraints, much like the Montreal hub.

      • Groboclown says:

        You all misunderstand – by leaving the boss fights in, it allows Eidos to use misdirection on the populace. Everyone complains about the boss fights, leaving no room in the argument sphere for real complaints. If Eidos took them out, then people would bring up real complaints about the game.

        • Paul Spooner says:

          Oh man! They’re controlling the media and the minds of the populace! I see where this is going.

        • Thomas says:

          I still feel the main problem with the boss fights was a numbers tweak. Okay there’s a tone thing where it makes the game feel a bit more gamey when DX:HR is pretty good at avoiding that normally (apart from when you choose to screw around) but that’s not huge. And okay the characters are undeveloped but it doesn’t hurt the story per-say, it only hurts the story when the boss fights become a chore, otherwise they’d just be a missed opportunity.

          And actually the boss fights have room for several gameplay styles. You can stealth them, stun them, run and gun, there’s opportunities to use various augs (like the electricity resistance can be useful in that one). Jumping, hacking, icarus and radar are the only things which don’t provide any benefit in a boss fight. In a normal game they’d be the queen of boss fights. Compare something like Halo or Gears of War or most other games where fights are ‘wait till they charge, dodge shoot repeat’ or ‘dodge lethal attacks wait for shoot opportunity, shoot’. Uncharted’s were much worse.

          But the numbers are criminally wrong. The big thing about the bosses is all of them take you out in about three seconds of exposure. That last boss fight I could barely make it behind the nearest cover alive from where you start. And this single handedly cripples them (that and the low amount of taunts). You can’t use any of the cool patterns or tricks or stealth or augs because if you slip up you die. They’re infuriating because you reload over and over again and most people end up completing them by exploiting something or using OP weapons.

          What they needed was time, time for you to get bearings, to figure out a strategy etc. I mean even the MGS series, famous for it’s bosses, has lots of bosses with roughly the same level as complexity as these. Just in MGS you get a lot of time to get to know your boss and figure out his strategies and aren’t punished for one slip.

          • Gamer says:

            I agree. A lot of people would’ve probably not cared too much about the boss fights if they just reduced their overall damage output.

          • Sydney says:

            This. The boss should have been able to take the same amount of punishment from you as you can take from the boss.

          • RTBones says:

            Here’s the thing: the boss fights break immersion. In the case of this one – as was pointed out in the episode – I was annoyed at the fact the boss could cloak ad infinitem, but I was limited by my not very powerful Duracell/Eveready/pickyourfavoritebattery life. To me, it stood out as a blatant cheat on the part of the devs to give an upper hand to the boss.

            I (like many others) had taken great pains NOT to kill anyone my first run through the game. I was going for a non-lethal playthrough, primarily focused on stealth and hacking. I didn’t carry anything more than a pistol along with my tranq rifle and stun gun. Then I get to the boss fights, and realize I have to kill a character, and somehow STILL GET CREDIT for a non-lethal playthrough. They could have implemented the boss fights, and given characters a route around them as well.

            Its been said before, and will be said again: outsourcing without proper oversight is bad.

  7. burningdragoon says:

    Yeah I thought that was going to happen as well. “Uh oh, this doesn’t look goo- oh nevermind.”

    As for the boss running away forever, I would assume that’s because they figured since you would likely be severely injured you wouldn’t follow her around on purpose and didn’t bother dealing with a “seriously, he’s still following me” case. Which is dumb. Maybe they just hoped real hard that that no one would figure that out. I mean, who would play the game more than once anyway?

    • decius says:

      I ended up chasing her and shooting her with the pistol on my first playthrough. Because I was dense and didn’t realize that heavy weapons and ammo meant that I needed to drop something and prepare for a bossfight.

      I was going full non-lethal, (even winning the crash scene that way, after several attempts), so I didn’t pick up or want the heavy guns, but I had the stun gun and somehow still had lots of ammo for it. I never realized that it could be spammed for an automatic win, but I did chain the stun gun into gas grenades and fully-upgraded pistol fire, repeatedly.

      Also, Serif was developing the Typhoon, right? It was just finished in the opening cutscene. Did the attackers have time to steal it, and then have it implanted by TYM/the Illuminati within those six months? Why does anybody have ammo for it? Seriously, buying typhoon ammo from LIMB is like getting ammo for a panzerfaust or a javelin missile from the pharmacy.

      • guy says:

        The cloaking chick has a different aug that Eliza calls the Claymore, not the Typhoon. I’m pretty sure it’s directional and deals less damage than the Typhoon. It’s presumably a prototype, predecessor, or hastily-assembled knockoff of the Sarif Industries Typhoon.

        I distinctly recall dodging it by moving laterally a relatively short distance.

  8. Seems to me like there is a lot of “who can you trust” herrings, most probably intentional, esp. regarding Sarif.

  9. Peter H. Coffin says:

    Wouldn’t it have been fantastic if the betrayal possibility was something that was actually assembled by a long list of other factors and prior conversations, so that some people ended up playing to the telegraphed “twist” and some didn’t? Especially if one of the major endings was … really rare.

  10. JPH says:

    Wait, you got to give that guy a job?

    Interesting. I didn’t get any dialogue option. He ran up, said “You asshole you took my job away!” and then started shooting. I had to knock him out and leave.

    What did I do differently?

  11. Daemian Lucifer says:

    See,this boos works differently than you.Her default state is cloaked,but she can attack only when visible.However,to become visible,she needs energy,therefore she must remain cloaked until she recharges.Simple.

  12. Jeff R. says:

    So, did anyone else spend way too much time hanging out in Adam’s apartment, looking for something to click on to play back those new messages?

  13. littlefinger says:

    Interestingly, if you got the preorder code thingie, the cache behind the television is a lot bigger and contains the some of the preorder goodies.

    Josh, if you have the opportunity, find yourself a cardboard box and a turned off television (for example in the apartments). Pick up the box, and very slowly move the box to touch the tv. The results are explosive, I daresay.

  14. AbruptDemise says:

    This boss fight was where I had to give up on the game, having tried just about everything, even using the stun gun. I just could net get past this beef gate of a boss, and to make it worse, she has absolutely no relevance to the story. Really. Let’s list her accomplishments:

    1) Killed some guys in the attack on Sarif Industries
    2) Hung out in a slightly flooded AI core room.
    3) Boss Trio member (does this count for anything?)

    So, I guess I’ll start the entire game over, and get the Typhoon this time. Like I’m supposed to, I guess.

    • Pete says:

      Just want to check here: did you notice those cabinets around the walls? Full of handy anti-boss material, including grenades which are incredibly effective and hypostims to offset the damage. Also, I think you can shoot the glowy bits on the walls to electricify that area and deal damage that way? Its not easy without the typhoon, but it is possible.

    • Daemian Lucifer says:

      I did it without the typhoon.I got it in detroit I think,but Ive used it only to save malik.

      Anyway,to deal with any boss without the typhoon,you need to stun lock them.The best tool for this job is emp grenade,and you can find quite a few of those in these long two levels.Then just blast away with whatever you have(grenades,bullets,rockets).I used rockets myself.4 were enough for all the bosses on give me deus ex.The beauty of this is that emp grenades give you enough time to reload even the rocket launcher(although its a bit tight).And bosses are also helpful enough to give you a few seconds before their first attack,so you have time to chuck your first grenade.

    • I found this boss really easy both times, because I glitched her AI, completely breaking the fight. basically, you wait until she has her back to a wall, then do a takedown. The canned animation pushes her back into the wall, and renders her completely helpless. At that point, empty the heavy rifle into her face, or anything else you happen to have on you at the time. I’ve never purchased the typhoon in any playthrough.

      Also apparently you can make her charge into the four generators around the room or destroy them when she’s nearby, and that’ll kill her pretty fast, but they never telegraph that at all.

    • Zukhramm says:

      This boss was probably the most confusing thing I’ve ever done in a video game. I ran around, breaking the things, damaging her and me, then ran around doing nothing until my health regenerated. Finally I wasted all my ammo shooting at her, and then had to search the room for more. Eventually she dies but it took forever, and that was on the easiest setting.

  15. Phoenix says:

    If u hack that terminal in chron building’s lobby u discover that the mirror is avaible but they just don’t take it! So they’re lying to Jensen. It’s an illuminati plot to let Jensen keep that mirror broken.

    Also if u look at the photos in his home u see his ex with the dog that they had suppressed. That was very sad, lot of people knew him nobody to keep his dog.

    Anyway revolver + explosive ammo = extreme power (one shot or two breaks doors open). The boss fight is even easier if u got the emp immunity and yes typhoon it’s there to kill bosses easily.

    “And Jensen, you’re superhuman.” “I don’t care let’s speak of taggart”

    Funny thing, with the second playthrough I noticed the patient x logbook at jensen’s security room at the start of the game. Also It’s definitely convenient to not do the hacker/sneak type if u got the version with AutoUnlockingDevice (I don’t know if it’s only on the pre-order). It’s impossible to do certain quests without AUD or hacking so I guess if in the normal game they lowered the difficulty of consoles, put more password/codes avaible on dead guys/places or it’s simply impossible to do certain things.

    Also if u focus upgrades even the standard 10mm pistol is very good, I used in my second run the 10mm, the explosive revolver, the sniper rifle and the combat rifle (and a stun gun for boss fights). Very easy even on “give me deus ex” difficulty, except the first boss I was still without typhoon and not very good with the stun gun thing.

  16. Piflik says:

    I really hate it, when games lock doors behind me and prevent me from going back…especially when playing shooters. I am a quite defensive player in these games and having the way back blocked hampers my game…I first have to rush the enemies before I can find cover…

    I can understand the technical reason behind it (freeing up memory by unloading the previous area), but I still hate it…

  17. Lawton says:

    In terms of actual theme, I liked this boss fight. It felt to me like a combined shoutout to Ghost in the Shell and Portal. Ghost in the Shell for the obvious Adaptive Camo + Water + Female Soldier, and Portal for the overlooking AI in the center of a circular arena, giving you monotone, slightly unnerving statements. In a true FPS I would have liked it, although I hate when bosses lack an indicator of remaining health.

  18. guy says:

    Huh, my experience involved her escaping much more effectively. Admittedly, that was partially because I decided to leverage my regenerating health by letting her run when she dropped into cloak.

    Eliza sided with Jensen after being ordered to assist a kidnapping raid on Sarif that left a bunch of people dead. That would appear to be the extent of it.

    Incidentally, am I the only person who likes apparently emotionless AI characters who speak in monotones?

  19. Museli says:

    Ruts is swearing more and more these days. Has his child-like innocence finally been eroded by so much nitpicking of poorly written video game plots?

  20. Gruhunchously says:

    Is it just me, or does Eliza sound a bit like SHODAN when she talks over the Typhoon slow-down sequence?

  21. McNutcase says:

    Is it ever explained why the bosses so far are two for two on having septum piercings? I haven’t actually played the game (and won’t until I can get it for less than $5) but I’ve gathered from third-party sources that Barrett is apparently nicknamed “the Bull”, so his having a septum piercing kinda makes some lack of nonsense to me (it’s common in the UK for bulls to be fitted with rings through the septum, to make them easier for farmers to control) but it didn’t seem to fit the “slinky” aesthetic this boss had going.

    Not that I’m dismayed by games having visibly modified characters. Hopefully games can help break the stigma attached to tattoos and piercings.

    As for comments above regarding the lack of character development of the bosses… it may be that said lack is BECAUSE the bossfights were outsourced. Eidos were effectively handing the climaxes of these character arcs to strangers, with no idea what they’d get back, so any actual character development would have run the risk of turning out completely nonsensical depending on what the contractors delivered.

  22. Nick P. says:

    The machine shop I’m learning in at school has Haas machines in it.

    Your puns have no power over me, for I do not grant them any.

  23. CalDazar says:

    I really do not get the paranoia toward Sarif. He is clearly not with the Illuminati, he clearly likes Adam and loves what Adam represents. I don’t think that keeping secrets should be a cue that a person will betray you.

    I think the HUD glitches were very nice. When I got hit by that I started to freak out.

    • guy says:

      I originally reacted to them with a vague combination of irritation at my armor aug and panicked search for the guy who threw the EMP grenade.

      I’d already gotten nailed by some on account of my combat-heavy playstyle.

    • Daemian Lucifer says:

      “I really do not get the paranoia toward Sarif.”

      Its genre savviness working against people.If this was any other game,sarif wouldve betrayed you by now because the plot says so.It really is refreshing that he doesnt.

  24. george says:

    I ended up sounding like muldoon (?) from jurassic park.

    ‘SHOOOOOTTTT HEEERRRR! SHOOOOOOOOOOOOOOOOOOT HEEEEEEEEEEEEER! JOSH!’ Thankfully the boss fight doesn’t invoke the usual trope of ‘the boss is invincible during XYZ’ so you can just shoot her the whole time she does her running nonsense.

    Although the game’s fallen apart for me when you return to Heng Sha, the fact that now suddenly my guns have limited range has made me turn off the game and wait until I finish RAGE.

  25. Varriety says:

    Speaking of that subplot, since it NEVER happened when it would be inconvenient, I was like ‘whatever.’ So, I never went to LIMB. So, during Namir’s boss fight’s intro, it was SO SATISFYING just to see her go ‘oh crap.’

  26. Loonyyy says:

    I actually did go on the murder spree. Knocked out all the guards, and hid them. Felt bad when there was no betrayl.

  27. Hal says:

    One question: Is there anything you can do about the ingame audio during cutscenes? I had a difficult time following the conversation during the cutscene this time due to Adam and David arguing over everyone’s commentary.

  28. X2Eliah says:

    I always like to imagine that this boss simply has maxed out inventory space stocked FULL of candybars, so she can keep her cloak on.

  29. Dante says:

    Chris, important question: are you immune to puns?

  30. j0rdm31s73r says:

    Wow, surprised to see that josh’s machine of buggynesss didn’t cause her to freeze as she did in my playthrough, and one of a friends’playthrough

  31. Alex the Too Old says:

    For some reason, this episode left me with both a weird craving for avocado and an even weirder desire to decorate Easter eggs…

  32. Gamer says:

    http://www.escapistmagazine.com/news/view/116105-Assassins-Creed-III-Declares-Independence-from-England

    You guys should totally do a season of it when it comes out. After all, the AC2 season went soooooooooo well with Ezio being a completely morally sound character and the plot never railroading you into doing something stupid.

    I’m joking, but the season was hilarious to watch because you truly didn’t ask for it.

  33. BenD says:

    Nah, I wouldn’t even bother showing the PC doing the travel so why bother with pathing? Run the algorithm and if they win the klaxon lottery, just dump them out of the loading screen into chaos instead of their intended destination. I love this idea.

  34. Ateius says:

    I’m with Shamus and Rutskarn on the Future-Detroit PD. The initial cutscene tries to make them look all “Ooh grr menacing boot of oppression” with that up-angled shot at a masked cop tapping his nightstick eagerly, but it completely fails because immediately before that it showed a protester throwing a firebomb at them.

    And all the setpieces you meet throughout the city are entirely reasonable. The cops are arresting people for looting, throwing firebombs, and vandalism – you can hang around them and/or talk to them and hear the snippets explaining this, from both the cops and the “Punks” (as the game labels most of the arrestees).

    The only exception is the little cluster of civilians outside the barriers sealing off Sarif Industries, talking about police brutality and excessive force. Lady, do you see those massive fires consuming the entire block? It wasn’t the damn cops that started them.

    • Kerin says:

      I’m not sure I ever got the idea that the cops were supposed to be oppressing the populace in Detroit 2. Was that actually a plot? I thought they were almost all portrayed as good, hardworking guys.

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