Tag Archives: dystopia

Deus Ex: Human Revolution

I like Deus Ex. And I liked Invisible War okay as well, as a game it wasn’t at all bad, it just looked bad next to Deus Ex. Because it’s one of the best games ever made.

So when there was news of another DX game on the way I was predictably skeptical. Might be an okay game, but it’s really not going to match the original. And I was pretty wrong about that. But the reason HR works is not because it has good, solid controls, not because it has developed characters and a good story, nor even because it offers several ways to pursue objectives. The reason it comes close to matching the original is something intangible, often overlooked, and always of great importance: Atmosphere.

The setting is amazing, now that I’ve been further than Detroit. In fact it took me about two minutes of walking around Heng Sha before I declared it one of my favorite game settings ever. Heng Sha is by far the magnum opus of HR in fact; a cyberpunk dystopia that hits all the right buttons. As RPS said, it’s not just night, it feels like it hasn’t been day in years (And in the Lower City that’s pretty much exactly true). It’s dirty and cramped, and hugely wealthy buildings sit beside apartments barely above corrugated-iron shanties. Above, monorails buzz around on the underside of the Pangu (The plate upon which the Upper City sits). You get a vista of the Lower City at one point and it is a scene straight from Blade Runner; clearly so full of hardship and suffering and matchlessly beautiful despite it.

Also known as the floof

Then you see the Upper City, and it is not just a nicer place, it is a completely different sci-fi aesthetic. It is clean, green, sleek, and searingly bright. It is definitively Utopian in style. Juxtapositions are generally nice and a pretty commonly used too but I’ve rarely seen one so well handled, even though your contact with the Upper City is limited. The buildings are pale and quintessentially futuristic, compared to the cyberpunk skyscrapers of the Lower City. There are parks and plazas everywhere; the biggest open space in the Lower City is a dirty rooftop.

Crystal Spires and Togas

This is what the original DX did so very well, and where IW was weak. This is where HR succeeds as well. It has been a long, long time since I’ve felt that palpable knot of excitement in my stomach that comes from just exploring somewhere awesome, but I felt it in Heng Sha. HR is a game that succeeds, and it’s because of the amount of attention paid to the details and the setting that elevates it from “good” to “memorable”.

Are you enjoying HR? Do you agree? Which game settings have really stuck with you thanks to being well executed?