Showing posts with label Deus Ex: Mankind Divided. Show all posts
Showing posts with label Deus Ex: Mankind Divided. Show all posts

Tuesday, October 25, 2016

Costume Time: Role Playing in Role-Playing Games
Perspectives


My silver hair danced gently across my face as I strode into a muddy, weather worn village by the river. An imposing castle sat atop this quiet town. But I wasn’t here for nobles. I wasn’t here for rest. I was here for one reason only—a bounty. For you see, a poster at a nearby tavern alerted me of a desperate need for a skilled warrior. A terrifying griffin had been ravaging a nearby town. I hopped on my horse and rode over. A quick stroll through the streets and it became obvious who my new employer would be. A woman sobbed outside her home, cursing fate and only wishing for her son’s safe return. The griffin had snatched him up while he was playing outside the town’s walls. He was gone in an instant. The mother pleaded with me to help her out. Her only son could be moments away from death. I listened to her request, and got the required information about the beast’s possible lair and habits. I then looked her squarely in her eyes, her brown against my fiery yellow. I asked coldly, “So what does this job pay?”

Sure, I (as Alex) felt bad for the traumatized mother. I (as Alex) hoped the young boy was still alive (though unlikely, griffins aren’t the most patient creatures). But I was not Alex. I was Geralt of Rivia. A bounty hunter. A Witcher. I didn’t ride across the land as a do gooder or as a righteous warrior. I had honed my craft at slaying monsters and ghosts and beasts alike for one reason: to get paid. Every single decision I made during conversation, exploration, and combat was that of the hardened bounty hunter Geralt. Sob stories were met with asking fees. My price was non-negotiable. The Witcher 3: Wild Hunt allowed me to be this fantastic character. It allowed me to act in his stead. I always had choices and could have played The Witcher 3: Wild Hunt very differently, but I wanted to role-play. I wanted to wear my Geralt costume.

You got a problem, hey I'll solve it. For a fee, of course.
In this spooky, costume-wearing time of year I got to thinking why I like wearing these video game ‘costumes’ and the kinds of games in which these costumes exist. The first place many of us might think of, myself included, are role-playing games (RPGs). They often build a world around a character, or group of characters, that engage with a grand narrative. Sometimes it’s about stopping a madman in clown make-up from destroying the world, other times it’s about finding my long lost son in a post-nuclear wasteland. Who the characters are and how they interact with this grand narrative, however, can vary quite a bit between RPGs. In fact, you don’t always get to role-play a ‘character’ in a RPG. Let me explain.

Non-character ‘characters’ typically fall into two categories. The first you see quite often in Japanese RPGs. We’ll call it the overly controlled protagonist. A few examples out of the many I could have chosen are Cloud from Final Fantasy VII or Sora from Kingdom Hearts. There’s nothing wrong with having an overly controlled protagonist lead your RPG. They’re often endearing, sticking with you long after completing the game. But games like Final Fantasy VII and Kingdom Hearts don’t allow the player to make their own stamp on Cloud or Sora, respectively. Everything is pre-scripted. Gameplay inside and outside of combat doesn’t lend itself to adopting a persona. Cloud and Sora are great characters, but they cannot be costumes for me to put on.
And here you see the extent to which you can role-play as Sora.
The second type is the formless protagonist. Formless protagonists were traditionally found in western RPGs like The Elder Scrolls or Baldur’s Gate. You now also see them in Japanese RPGs like Bloodborne and Dragon’s Dogma. The main characters in these games lack any built-in personality. It starts from the character creation screen. In many of these games, you mold and shape a character to look exactly how you want her to. The same philosophy applies to playing the game. Everything about the character comes from you, the player. Good or bad, murderous or forgiving, these protagonists can be whatever you want them to be whenever you want them to be. I already see arguments popping up here. “But Alex, isn’t your character from Fallout 4 perfect for role-playing? It’s a perfect costume since you can be whatever you want!” But therein lies the problem. They aren’t characters. They’re me. They’re me when they are the Nice Guy™ doing good across the land, and they are also me when they are a sleazy scoundrel that drinks until he’s silly. I can’t frame my decisions within an authored context. I am the actions and the framework. The formless protagonist is great for role-playing, but an imperfect costume.

You can be Geralt in Fallout 4! Except not. You're always yourself as your own character.
So what makes Geralt of Rivia work as a costume? It is a combination of player agency in moment-to-moment decisions with predefined characteristics. Geralt has a backstory and personality. He has past decisions to atone for and a well-communicated set of core values. In cutscenes or other moments when control is removed from the player, Geralt acts according to the narrative framework of the developers. He is his own person. While playing, though, I get to define who I am as Geralt. A player like me could have just as easily been a Geralt that’s softened his stance on payments, due to the evolution of his relationship with his daughter figure Ciri. Another player’s Geralt could have gone the exact opposite direction—ignoring teary-eyed pleas for help because he has bigger fish to fry (namely the spectral Wild Hunt that wants him and Ciri dead). No Geralt is wrong, and all Geralts are a costume. I think of it like a mask you’d buy at a Halloween store. You’re not going to buy a block of rubber and cut & shape it into a mask. You’re going to buy one that’s already been made—one you can put your unique stamp on by the way in which you wear it.

Great costumes don’t happen that often in video games, so I relish every chance I get to put one on. A recent example is Adam Jensen in Deus Ex: Mankind Divided. Like Geralt, this augmented super spy has an authored identity that can be shaped by a player’s actions. Jensen’s tagline in Mankind Divided’s prequel was ‘I didn’t choose this.’ After nearly being blown to smithereens by gunfire, Jensen was rebuilt with top of the line mechanical prosthetics (augmentations) and asked to face off against those who would do harm. Coming into Mankind Divided, Jensen is perhaps more comfortable with his new identity but also, for me as Jensen, someone who never forgot his roots. I took his framework and built upon it.

I played an Adam Jensen that remembered what it was like to be powerless. A tough stint as a Detroit beat cop taught him humility. Taught him the value of all life, especially in an age when people are looking for any reason to treat others as subhuman. For those reasons, my Adam Jensen never killed. Anyone. Ever. I used non-lethal weapons like the stun gun or tranquilizer rifle, and made sure to knockout and enemy rather than break their neck. Even in trying moments, my Adam Jensen held true to his principles. In one instance, he faced off against a serial killer. This person had brutally murdered no less than four augmented individuals and had gotten away with it. In fact, she had lured Jensen into the sewers to be her next victim. Despite all that, Jensen didn’t want to kill her. Nor did he want her to end her own life. In a room rigged with explosives and deadly gas, Jensen carefully talked to the serial killer in an attempt to find out what he could say to peacefully put the murders to an end. And he did. I did. I wasn’t there to open fire or run her through with my arm’s nanoblade. Because that’s not the costume I was wearing.

Put the blade away Jensen. That's not you (or me as you).
I love these video game costumes. Maybe it’s my affinity for this unique kind of role-playing experience; maybe it’s just their scarcity. This Halloween enjoy the costumes you wear. Not just the ones you put on for a party. Enjoy the ones you wear while playing video games, too. From a mythical bounty hunter to an augmented super spy to anything in-between, costumes are a whole lot of fun. Now if only I could find a way to be given candy while wearing one.

Tuesday, October 18, 2016

Part Man, Part Machine
Review
Deus Ex: Mankind Divided, Eidos Montreal (PS4)

Abstract: Deus Ex: Mankind Divided is a worthy sequel to 2011’s Deus Ex: Human Revolution, but not one without notable faults. A gripping near-future setting and deft handling of modern social issues stands in contrast with an overly convoluted narrative that ends abruptly. Technical problems plague Mankind Divided, from frame drops to wonky animations. Gameplay is at a franchise best, however, with new skills, challenges, and sandboxes that are better than ever and unapologetically fun. Fans of Deus Ex will get what they want out of Mankind Divided, but it is not a game I would recommend without a caveat or two.

Sirens sound in the distance and the heavy steps of mechanized soldiers reverberate across the cold concrete ground. Drones fly over a world buzzing with technology. Adam Jensen’s task is simple: get from point A to point B. One quick glance at the dilapidated building lets you know your path is anything but straightforward. You have the direct, bloody route in which Jensen will shoot, heal, frag and punch his way through. But what about the serendipitously placed ventilation shaft or the door with a hackable entryway? Do you camouflage and take out enemies silently? Adam Jensen is more than a character, he is you and defined by your actions. Deus Ex: Mankind Divided transforms you into an augmented super spy and the feeling is fantastic.

Deus Ex: Mankind Divided is the sequel to 2011’s Deus Ex: Human Revolution, itself a spiritual successor (and prequel) to the hugely influential Deus Ex games of the early 2000’s. Human Revolution received widespread critical and fan acclaim, transforming it from an off-my-radar title to a must play. At first I approached the game with hesitance—I’m no huge fan of the stealth genre and had no attachment to the IP. A brutally punishing first couple hours all but caused me to completely drop Human Revolution. But then the game shifted, or rather, it finally clicked. My confidence soared as I dropped soldiers left and right, skillfully made my way through the environment, and completed side quests. Human Revolution is a game I would not have expected to like as much as I did.

Would Mankind Divided improve on an already strong foundation? 
Despite my adoration for Human Revolution, I couldn’t bring myself to purchase Mankind Divided proximal to its release. Maybe it was my fear of another challenging stealth sandbox; maybe it was the tone-deaf marketing campaign. After finding myself in the Upside Down and a friend’s strong recommendation I finally picked up Mankind Divided. Does the game live up it the high bar set by its predecessor? Yes and no.

Once again you take control of the cop turned mechanically augmented super spy Adam Jensen, in a direct continuation of the previous game’s plot. The most resonant event from Human Revolution is the aug incident, in which augmented individuals (augs) across the globe were hacked, causing them to enter into a murderous frenzy. This has spawned the world of Mankind Divided, where augs are marginalized citizens, often viewed as less than human. Groups like the Augmented Rights Coalition (ARC) advocate for equal rights, but many view their actions as terroristic. This acts as a backdrop for the adventures of globe trotting ubermensch Adam Jensen. When a mission in Dubai goes awry, Jensen is forced to question his loyalties, fight against unknown enemies, and try to drag into the light those who would do harm from the shadows.

Deus Ex: Mankind Divided is a spy thriller in which you never know who to trust.
Probably not that machine gun robot, though. That's a safe bet.
If it sounds like I didn’t really detail the plot of Mankind Divided, you would be right. I didn’t. And not because I didn’t want to, it is because the mainline story isn’t told with a whole lot of finesse. You're given a jargon-filled world of double agents and hacking. It's nothing new, nor is its attempt at making a narrative feel more mature by making it overly complex. I pieced together enough while playing to enjoy the story, broadly speaking, but it was forgettable. Even worse, the game ends at what feels like the second of three acts. You take out some big threats and gain a relatively clear understanding of all the moving pieces, but Jensen doesn’t address the main threat. The game ends not on a cliffhanger, but on a “to be continued.” Mankind Divided’s plot was more functional than important or engaging.

What really concerned me coming into Mankind Divided, however, was how it would handle its weighty themes. A large part of the game’s marketing was focused on how Mankind Divided will act as a lens through which we can view modern issues. A noble endeavor, sure, but one I quickly soured on after I started seeing “Aug Lives Matter” ads pop up. At best the campaign came across as naïve, and at worst willfully ignorant and trying to monetize a hot-button issue. It came as a huge surprise while playing that Mankind Divided actually handled its serious, real-world parallels with tact. Played out through ambient dialogue, side quests, environmental interactions and more, Mankind Divided portrayed a number of pervasive social issues we face today, like police brutality and institutionalized discrimination, well. I felt something when I was forced to take the augs only part of a train or watch as a serial killer of augs was ignored by a militarized police force.

Heavy handed, sure, but Mankind Divided does a pretty good job with
representing serious issues.
Deus Ex: Mankind Divided clearly focused on refining its gameplay, and I’m happy to write that it is better than ever. The series famous 3rd person action stealth gameplay makes its triumphant return, replete with new abilities, a streamlining of the more clunky elements from past entries, and delightfully fun sandboxes. Each discrete part of Mankind Divided’s robust gameplay suite feels great. The game not only gives players the tools, it encourages them to play however they want. You can go from guns blazing kick in the front door to crawling around in vents while invisible to anything in-between. Jensen’s best augmentations return in Mankind Divided, like smart vision and high jumps, on top of some spectacular new ones, like Titan armor that temporarily makes you invulnerable and remote hacking to disable distant security cameras. Mercifully, Mankind Divided starts with several essential augmentations already activated, removing that brick wall problem myself and others faced coming into Human Revolution.

Deus Ex: Mankind Divided is an elaborate playground. The moment-to-moment gameplay experience is consistently engaging. You always, always can approach a problem from multiple angles. The sheer number of weapons, items, and power-ups at your disposal is staggering, made all the more impressive when you consider the game’s developers had to keep all of this in mind while designing Mankind Divided’s world. The hub world and missions alike are impeccably designed. In any given moment you could hack, stealth, shoot, run, jump, block, or boost your way around the same problem. Scouring the world for items and paths never stopped being fun. The design felt far more organic this time around. I never felt as if I was abruptly plopped into a ‘stealth’ section. Enemy A.I. is better too, making moving around environments both more challenging and more rewarding.

Difficult gameplay decisions are built into the foundation of Mankind Divided. You’ll die early and often if you’re not thinking while playing. Resources, though relatively plentiful, need to be thoughtfully allocated. Limited inventory space means you need to be decisive about what weapons, ammo, and healing items you have equipped at any given moment. Praxis points, used to power up Jensen’s augmentations, cannot cover the full range of Jensen’s abilities without serious grinding. This means that you have to make tough decisions about what you boost and when—should I get the high jump aug to explore better now or it is more important I increase my body’s battery recharge rate so I can do more in combat? Every augmented action requires energy. Consume it, and you’re unable to use abilities again until it recharges. This includes melee takedowns, a vital element of any mission. I enjoyed having to always think about my actions, whether it was in quiet moments or as a half dozen armed goons charged me with guns blazing.
Decisions, decisions. You should always think before you act,
 inside or outside of combat.
On the PlayStation 4 Deus Ex: Mankind Divided is riddled with some serious performance problems. I’m not a particularly technically minded person, nor am I a guy who gets up in arms about frame rates, resolution, or graphics. But Mankind Divided’s technical issues were hard to overlook. Stuttering and dropped frames occurred with relative frequency, resulting in gameplay than fell below 30 FPS. Textures and geography would pop in abruptly. The combination of the two seriously impacted my gameplay at times. It felt particularly bad perfectly planning an encounter only to be hit with frame stuttering that caused me to mess up, get detected, and then lit up by gunfire. Character model animations were bad, too. Everyone felt stiff. Mouth animations often didn’t line up to the dialogue. Characters in Mankind Divided felt like puppets. They came across mostly like real human beings, but were off just enough that it broke my immersion. For a game that came out 5 years after its predecessor, Mankind Divided felt shockingly rushed. These issues didn’t ruin my experience, but they need to be addressed should another Deus Ex from Eidos Montreal be released.

Character animations in scenes like this are bad. The real Illuminati conspiracy
is that the whole world is filled with awkward marionette people.
So did Deus Ex: Mankind Divided live up to Human Revolution’s legacy? Yes and no. While gameplay was a substantial step forward for the franchise, narrative and performance problems held Mankind Divided back from greatness. Deus Ex: Mankind Divided is more than worth your time if you’re a fan of the franchise or action stealth games, but it isn’t a game I would recommend without reservations.  I’m happy to have played, though. There’s nothing quite like being part man, part machine, and 100% badass super spy. Jensen didn’t choose this, but I sure did.

Deus Ex: Mankind Divided
3/5

Monday, October 10, 2016

TIF Plays: Week of 10/3
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream Mondays at 5:30pm PT. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!


Friday, October 7, 2016

The Impact Factor Ep. 75: Prime Time for PSVR?
Podcast
Welcome to the 75th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Twitch Prime, PlayStation VR, Skyrim Remastered, Gravity Rush 2, Beyond Good and Evil 2, Nidhogg 2, For Honor, Overwatch, Deus Ex: Mankind Divided, trying to separate art from its artist, and much more!

Join The Impact Factor’s Discord Channel: discord.gg/ptH8t6a
Add Alex on Discord: MegalodonPhD#3166
Add Fliss on Discord: FlissoftheNorthStar#9940


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Tuesday, October 4, 2016

The Upside Down: The Feeling Of An Empty Plate
Perspectives


Traveling to the Upside Down is something I typically like to avoid. It’s cold there, dark. Unsettling. Spores float in a pitch-black sky, wood creaks like an explosion in its silent canvas. It is a scary place, sure, but the most terrifying thing is the listlessness. The timelessness. I’m in a void with no direction and I only want to get out. A new game is my ticket to escape.

The Upside Down is the place I’m transported when I’ve got nothing on the docket, no game I am working towards completing. Games are huge part of my day-to-day life. They fall into a pair of categories. Lifestyle games fill in short moments or during travel. They don’t stave off being pulled into the Upside Down. The second are my sit-down experiences, console and PC games that I play from start to finish. AAA or indie, these are the games that load up my gaming plate. These are the titles that keep my tethered to this side of the board. They keep me in the light.

Beware the Upside Down. 
I’m a task oriented person and have been for as long as I can remember. My preferred form of organization is a bulleted list, and I’m a several sticky note a day scientist. Try as I might to ingest video games at a leisurely pace or without a goal in mind, I always fall victim to my habits. A new sit-down game always, always becomes a box that needs to be checked off. Or more often, a series of boxes that cry out to be x’d in. While consuming, my inclination towards tasks doesn’t hinder my enjoyment of the sum experience of a game – I’m able to lose my self in the world, gameplay or story. Where the problem lies is in the space between games. The Upside Down.

Stranger Things, aside from being the year’s best show, has finally offered a graphical depiction of how I feel when not ‘working’ on a sit-down game. Because you see, not having a game on my plate makes the world around me change. It’s my world, the one I typically live in, but darker and more listless. There is a permeating sense of “off.” It’s not malicious. The closest I can compare it to is when you’re sleepy and put creamer in your cereal instead of milk, or getting winded 10 minutes into a 30-minute run. Like the Upside Down in Stranger Things, my in-between space imperfectly mirrors my normal day to day just enough to be unsettling. The danger isn’t being there, it’s being there too long.

It's like my world, but off. Dark, quiet, listless.
It is a feeling I like to avoid, for obvious reasons. The Upside Down isn’t the most pleasant place. But I found myself exploring its dark woods a couple weeks ago after I completed Severed on the PS Vita. My “now playing” section of my living games document went blank. The games remaining in my backlog were all a couple years overripe – still worth playing, but not anything that called out to me. Being on a graduate student budget doesn’t always allow for me to stay on top of all the new releases either. But as the days began to add up, I felt myself slipping deeper into the Upside Down. Ranked games of Overwatch here, legend ladder in Clash Royale there, nothing could stop the quiet from becoming louder and louder. So I reached out.

I texted a good friend about a game I had been indecisive about, Deus Ex: Mankind Divided. It was a title I knew I would like to play at some point as I enjoyed the prequel, Human Revolution, but whether to get it while it was ‘new’ was another question entirely. I heard the Demogorgon coming, though, so I had to act. His glowing review for Mankind Divided sured up my decision and parted the cold vines in the Upside Down, revealing my way out. I had something to put on my plate. I defeated the Demogorgon. I jumped into Mankind Divided and haven’t looked back.

Deus Ex: Mankind Divided is no paradise, but I'll take it if it
means escaping the Upside Down.
Usually as I get towards the end of a game I can see portals to the Upside Down begin to open. That’s why I take it upon myself to always have a game or two, or three, lined up as next. Because having an empty plate is like a dinner bell to the Demogoron and no array of Christmas lights are going to be there to warn me of danger.

Uh oh. Time to find a new game. Fast.

I’m out of the Upside Down and relieved to be back in the light. I already have three games lined up after Deus Ex: Mankind Divided – Psychonauts, Darkest Dungeon, and Inside. My escapes from the Upside Down feature a dystopian near future, a macabre adventure of psychological horror, and the struggle of a young boy against totalitarian forces. Bleak, but I’ll take it. I don’t plan on returning to the Upside Down anytime soon. I intend to keep myself quite occupied.

Monday, October 3, 2016

TIF Plays: Week of 9/26
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream Mondays at 5:30pm PT. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!

Friday, August 26, 2016

The Impact Factor Ep. 69: Confessions Of A PC Gamer
Podcast
Welcome to the 69th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex is joined by special guest host and economic scientist Patrick to discuss PS4 Slim, PS Now coming to PC, Nintendo’s big July, Dark Souls III, Titanfall 2, Obduction, PC gaming, Deus Ex: Mankind Divided, Stellaris, Bound and much more!


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)