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Re:Deus Ex at 20: The oral history of a pivotal PC game by FakeRemore on Monday June 22, 2020 @09:03AM (#23599683)
> really finicky

Is it finicky? The stealth system is very basic and based on line-of-sight and sound (for human enemies). As long as you aren't running, it's actually incredibly trivial to stealth through levels without being seen. Even the bots aren't really a problem, since they have static patrol paths and limited line of sight.

Re:Deus Ex at 20: The oral history of a pivotal PC game by akhilcacharya on Monday June 22, 2020 @09:18AM (#23599824)
Its really that I'm just more used to modern stealth mechanics that handhold the player more. It's not my style of play in general.
Re:Deus Ex at 20: The oral history of a pivotal PC game by whoopdedo on Monday June 22, 2020 @10:54AM (#23600873)
There's a generation gap here. The information density in current game UIs is high with status indicators, aiming aids, location markers, objective lists. Players expect the game to be a DM giving them lots hints on how to proceed through the game. At the time Deus Ex was made one of the talking points was realism. Players wanted to experience the game as a simulation. The hand-holding that's expected today was frowned upon as breaking the immersion. The article briefly touches on this debate between realism vs playability with regards to level design.
Re:Deus Ex at 20: The oral history of a pivotal PC game by FakeRemore on Monday June 22, 2020 @09:28AM (#23599909)
It's more of a trial and error kind of play. It really helps to quick save/quick load a lot to figure out what you can get away with.
Re:Deus Ex at 20: The oral history of a pivotal PC game by leetcrew on Monday June 22, 2020 @09:07AM (#23599725)
yeah I was surprised by this comment as well. imo, deus ex has one of the better implementations of stealth mechanics (certainly better than recent games like far cry). maybe it was bugged for GP?