
After several dozen reloads where I alternately darted forward to taser Big Fucker in the balls before retreating to shoot him in the head fifty times with my pistol from across the room, I finally triggered a cutscene in which Big Fucker collapses to the ground oozing blood from several orifices. Oh, and the game saves the best fuck-you for last. All I’ve got to fight him with are a taser (actually turned out to be moderately useful but only had five charges), a tranquiliser gun (useless) and a 9mm pistol (almost useless) that I was using to set off mines (because the game never explains how you’re supposed to remove the damn things without physically detonating them unless you look at one in your inventory). I then regain control to find myself locked in a room with the big fucker who is spewing hot lead in my direction at a fairly alarming rate. Then, suddenly, a wild cutscene appears! Adam walks into a room in pretty much the un-stealthiest way possible before getting sucker-punched by some big fucker with a minigun for an arm (note: said big fucker has had like two speaking lines in the entire game so far, so the buildup for this bossfight basically consists of “we’re a third of the way in and we think we should have a bossfight so here you go”). I’ve been serenely ghosting my way through this covert facility, hacking computers, turning off cameras, occasionally tranquilising the odd guard – just generally being as invisible as I can. The only person you have to fight is Walton Simons, and even then you can just toss a couple of LAMs in his face on Realistic and blow him into meaty kibbles.) (Deus Ex had bossfights too but it’s famous for giving the player the ability to completely bypass the first two with the killphrases if they don’t fancy shooting it out. A huge, monumental brick wall labelled COMPULSORY BOSSFIGHTS. And then things ran headlong into a brick wall. I trundled on through the first third of the game quite smoothly like this, happy in the knowledge that the game was keeping true to the spirit of the multiple-paths nature of the original.

This was a very refreshing, almost Thief-like experience, aided by the development of a sophisticated stealth suite (quite literally since they were powered by chocolate bars) of augmentations – better radar, better hacking, cloaking, and so on. As time wore on this became impractical due to the feeble nature of the non-lethal weapons and their extremely limited supplies of ammo, so I switched to simply avoiding the guards, only resorting to violence when I ran across a guard in a position that I absolutely, positively couldn’t bypass without taking him out.
Deus ex human revolution lethal vs nonlethal full#
I started the game methodically plotting how I’d take out entire rooms full of guards without raising the alarm.

More fun than I’ve had in a while, in fact on the hardest difficulty setting Adam is so fragile he basically dies as soon as he gets spotted, so the challenge lies in never being spotted. There’s even an achievement for playing through the entire game without killing anyone (albeit with some significant caveats, as we shall see) so I don’t think the developers can really complain when I attempted to do something they’d deliberately built into the game.Īt first it was fun. The game gives bonus experience for non-lethal “kills”, and until two-thirds of the way into the game the non-lethal weapons were the only truly silent ones I had access to so they’re pretty much essential for any kind of sneaky character. The very first question I was asked in the game – and a deliberate callback to the original – is what sort of weapon I’d like to start with: lethal or non-lethal? A helpful tutorial screen informed me that there were two different types of takedown, one deadly and one not. You might argue that this is partially my fault for playing it on the hardest difficulty setting with non-lethal weapons only, but you have to remember that that’s a playstyle the developers specifically point out and endorse several times during the tutorial level. The problem is it’s Deus Ex with about a million fiddly, pointless and ultimately teeth-gnashingly frustrating elements added in. There were many moments here when I sat back and thought “Yes, I am playing a Deus Ex game!” which means it’s already more successful than Invisible War.
