Re:Deus Ex at 20: The oral history of a pivotal PC game
by ThrowawayR2 on Monday June 22, 2020 @12:13PM
(#23601871)
In my opinion, there wasn't really an option other than to optimize for a stealthy gameplay style in DX:HR since ammunition was ridiculously scarce. (Intentionally so: https://www.gameinformer.com/b/news/archive/2011/08/17/why-i...) There is rarely the opportunity for a stand-up gunfight, very much unlike the original Deus Ex, to break up the monotony.
Re:Deus Ex at 20: The oral history of a pivotal PC game
by AdmiralAsshat on Monday June 22, 2020 @12:20PM
(#23601973)
The ammo problem wasn't much of an issue for me, as I went for a strictly non-lethal playthrough (for which I was annoyingly denied the achievement, as one of the guards I tranq'd immediately fell unconscious...off a roof).
The unavoidable boss-fights were certainly something of a shock at the time.
Re:Deus Ex at 20: The oral history of a pivotal PC game
by djur on Monday June 22, 2020 @01:59PM
(#23603457)
Yeah, the main problem is that HR encourages much more intense character specialization than the original game. The latter half of Deus Ex has a lot of situations where you're expected to fight (although you can generally cheese your way through, run past enemies, etc.) but there's a limit to how much you can overinvest in non-combat skills, and the inventory is spacious enough that you can afford to tote around heavy weaponry to get through tough spots (any character can effectively use mines/grenades and they take up very little space).
Penny Arcade captured the sentiment at the time pretty well:
https://arewenewatthis.files.wordpress.com/2011/10/deus-ex1....
(Sorry this is not officially from their site--their archive search system is terrible)