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Igra je službeno najavljena.
Izlazi za PC i konzole nove generacije. Eidos Montreal radi na igri. Evo i vizualne potvrde od strane gameinformera (http://i.imgur.com/Egpex6K.jpg).
Razvili su vlasiti engine pod nazivom Dawn Engine koji je modificirana verzija Glacier enginea, kojeg smo upoznali u Hitman Absolutionu.
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Jedva čekam igru.
Taman prije nje, ponovo pređem Human revolution.
Mislim da će grafički i atmosferom pojest ionako već fenomenalni HR. Glacier je meni osobno bio čudo od enignea.
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Ovakvi detalji me uvijek napale.
TressFX (hair tech) mi je i u Tomb Raideru bio čudo i jako imerzivan grafički fičr.
Jedva čekam da to vidim u još boljem svijetlu. Ova igra i tema će se pratiti sa jako velikim zanimanjem.
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Deus Ex Mankind Divided Hands On: “All Signs Suggest It’s An Improvement On Its Predecessor In Every Way” (http://www.rockpapershotgun.com/2015/10/08/deus-ex-mankind-divided-preview/)
As well as leading newcomers through the basics of the various optional approaches that are at the heart of the game – stealthy slaughter, guns blazing, sneak and subdue, leave no traces – Dubai is a showcase for Mankind Divided’s reworked cover and power mechanics. Use of cover hasn’t changed dramatically but, as with every action in the game, the implementation is smoother and less prone to error. At the click of a button or push of a trigger, Jensen moves efficiently from one position to the next and doesn’t feel as if he’s velcroed into place as soon as he attaches to a waist-high wall or desk. The HUD displays the path he’ll take between pieces of cover and if you choose to dash into the open, it’s possible to see the exact spot you’ll reach.
As well as making all of Jensen’s movements flow more naturally, the new engine better facilitates the kind of positional awareness that the third-person camera was implemented to support.
Where Human Revolution’s spaces were constructed like a series of individual boxes connected by corridors, Mankind Divided’s hubs are like blocks of Swiss Cheese.
An enormous amount of care has gone into making the theatre feel like a natural place, where vents exist as parts of the architecture, with utility and purpose, rather than convenient shortcuts. It’s almost possible to move from the beginning of the level to the end without leaving cover but such a route is reliant on clever use of Jensen’s abilities rather than opportune waist-high walls.
As a stealth game, Mankind Divided already feels exemplary. Slight changes to visual feedback and enemy barks make AI behaviour more convincing and legible, but it’s in the level design that the game really shines.
Deus Ex: Mankind Divided is reinventing the art of the side-quest (http://www.gamesradar.com/deus-ex-mankind-divided-reinventing-art-side-quest/)
Most intriguing is how side-quests don’t just support the main story, they can tie into it, becoming part of how it plays out, without you ever knowing - as DeMarle puts it, your actions in the wider game can “haunt” the critical path through the game.
“Players might not even know they’re on a side-quest,” says Fortier. “It’s going to feel like they’re on a main quest. What I love about them is that we get to explore other sides of themes that we’re dealing with, and on a more human level. Those are the quests that often stay with you and make the world gel together, so to me they’re fundamental. They’re what wraps the whole thing and makes it a believable world and not just a series of objectives that you’re doing in order to complete the game.”[/i]
Deus Ex: Mankind Divided lets your choices define you in its oppressive world (http://www.polygon.com/2015/10/8/9477257/deus-ex-mankind-divided-preview-demo-dubai-prague)
Many of the augmentations available in Human Revolution were obviously geared toward either a lethal approach (the Typhoon) or a stealthy strategy (cloaking). Thisdale said that the developers used telemetry data from the previous game to track players' usage of particular augmentations, and realized that some were much less popular or useful than others. Instead of removing them, the studio redesigned them to provide more options to players, and to make all of those choices viable in Mankind Divided.
Mankind Divided will offer augmentations that have very specific use cases, like unique ammo types that are effective against a particular type of enemy. Even the Tesla gun arm can be used non-lethally. Those kinds of choices will affect "how you negotiate those tougher enemies," said Thisdale. And as Eidos Montreal said earlier this year, it'll be possible to complete Mankind Divided without killing anyone — even bosses.
What Playing the Same Level for Three Straight Hours Taught Me About Deus Ex: Mankind Divided (http://www.gamespot.com/articles/what-playing-the-same-level-for-three-straight-hou/1100-6431257/)
Like with its predecessor, Mankind Divided’s core gameplay is multifaceted and open-ended. It presents you with a problem, provides you with tools, and says, “Figure it out,” allowing for experimentation and, potentially, some gratifying eureka moments. In this case, I needed to infiltrate a heavily guarded theater in order to confront a mafia kingpin. My tools? A curated loadout of weapons and augments. Typically you acquire these upgrades in a gradual, calculated manner, but because this mission was pulled from the middle of the game, I was simply presented with three different pre-created loadouts, each of which was designed with a different play style in mind: combat, stealth, or a balance of the two.
Whereas Human Revolution used discrete, non-replenishing “batteries” to fuel Jensen’s special augmented abilities, Mankind Divided opts for a far more flexible energy bar. Now when you use an ability, it may gradually drain the meter while that ability is active or take off a certain chunk upfront but recharge up to a certain point afterwards. Each augment seems to utilize energy in a different way, and perhaps most forgiving of all, your meter will never remain completely empty. Every time you bottom out, the energy bar will gradually regenerate up to a certain point--basically enough for one good takedown. Energy for augments is still somewhat scarce, but if nothing else, I’m grateful to see a more sophisticated system in place.
I did collect various inscrutable “parts” such as hydraulic micropumps and gyroscopic regulators while exploring the theater level. This--coupled with the “Combine” option in the familiar block-based inventory menu--leads me to believe we’ll be able to craft custom weapons and equipment at some point.
My stealth playthrough delivered some excellent moments as well. Highlights include: sniping a guard with my tranquilizer rifle while hidden in a vent, then sniping the next three guards who came to check on their buddy; avoiding detection by remotely hacking a patrolling robot; and piling passed-out bad guys on a basement stairwell because yes, other guards will be alerted if you just leave limp bodies lying around. These mechanics haven’t changed as much as those related to combat, but the theater’s level design allowed for the same non-lethal fun that made stealth such a thrill in the previous game.
The Smart Evolution of Deus Ex: Mankind Divided (http://www.ign.com/articles/2015/10/08/the-smart-evolution-of-deus-ex-mankind-divided?utm_source=IGN%20hub%20page&utm_medium=IGN%20%28front%20page%29&utm_content=3&utm_campaign=Blogroll&abthid=561668945ff521a240000003)
Level design is the unsung X-factor of a Deus Ex game, as providing the proper context for the different augments is the key to making character progression choices feel meaningful. The Dvali Theater level (which takes place roughly two thirds into Mankind Divided) does this with great success, providing both obvious and more subtle opportunities to leverage Adam Jensen’s many new wonderful toys.
The remote hacking aug is similarly useful in both combat and non-combat scenarios. Some cameras in Mankind Divided simply don’t have big enough blind spots to effectively sneak past, which means some paths through the level are out unless you want to let everyone know you’re there. That makes the ability to temporarily disable security cameras from a distance incredibly valuable – being able to bring a menacing security mech to its knees from the safety of cover is admittedly a nice cherry on top though.
More subtle than the relationship between your abilities and the surrounding environments are the many little tweaks in Mankind Divided. The hacking interface, for instance, is a lot slicker-looking, which ends up being kind of significant given how much time you spend doing it as a stealth-oriented player. There’s even a slew of new abilities to employ during a hack, intended to help you face the new curveballs enemy security systems will now throw at you. Other subtleties include a cover traversal system that allows Jensen to move swiftly and tactically between cover points with a simple point-and-click, and the revamped energy bar, which is structured so as to let players use their abilities a bit more frequently.
Deus Ex: Mankind Divided
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Kada sam nakon početnog privikavanja, shvatio o kakvom se nastavku radi, odigrao sam igru u jednom dahu...
AJDE DA PROBAM MALO KAK TO DELA; U JEBEMTI OVO RULA!
Već neko vrijeme, točnije godinu dana, masu igara krenem igrat i nikako da ih završim, pa mi se nakupi dosta toga i na kraju stoji nezavršeno na HDD-u. Od kolege s kojim imam "šeran" akaunt Steama, odlučio sam skinut igru, čisto da vidim koliko je tehnički zahtjevna i kako se vrti na mojoj kanti. Iako je na prvu, sama gameplay mehanika igre ostavila mlak i nezgrapan dojam, čim sam ostavio prvih sat vremena igri, sve mi se vratilo na najbolji mogući način - čistim uživanjem do samog kraja igre. U kompletan prelazak sa svim side kvestovima, utrošio sam trideset i jedan sat. Igra je nešto kraća od svojeg predhodnika, ali to me ni najmanje nije smetalo.
ADAM ĐENSEN, STORYLINE I NEKI FIČRI KAJ IMAM PO SEBI?!
Kad bi neka osoba koja me jako dobro zna i koja zna moje preference kod ovakvih igara rekla, kaj sam ja dobil od ove igre, taj bi rekel ovo: Dečki iz Eidosa su nazvali Čoleta i pitali ga, e Čoleeee kakav Deus Ex oćeš da bude ovaj Mankind? Točno takvog su mi i isporučili. Jebemti kak me igra držala. Od core mehanike igre koja je po mom čefu/ukusu jel. Atmosfera koju su pogodili ko s čikom u oko. Sama priča iako Čole ima zamjerke na dio tog storytelinga. Grafički igra razvaljuje. Level Design napokon uz Doom se vraća na velika vrata u FPS-ovima. Prag i ostali gradovi koje neću spojlat izgledaju fenomenomenalno. Jedino ta nekad traznicija iz grada ili iz Praških četvrti ubija malo s vremenskim loadingom. No nisam puknul igru na SSD, pa je to možda moja greška. Priča je odlična, odlično upakirane misije, sve ide super, sve je divno krasno, krasni dijalozi, monolozi, side kvestovi, side misije, fino se sve to razgrana, no čini mi se kak igra nažalost ima potencijala za puno veću priču. Adam je puno veća faca od tam nekog agenta koji je zapel za tak, uvijetno rečeno "slab razlog" iliti lik toliko jebe sve i svakoga i toliko je s tim augmentićima jak, da je priča "morala" bit Adam ponovno spašava svijet! Augmentacije koje imamo, su dignute na skroz neki drugi level i kao 99% igre, jednostavno je evoluirao ovaj nastavak; na moju i možda još nečiju srećicu. Ganjao sam sirovi stealth, no ubijao sam iz gušta animacijama onak, kad god mi je došlo i kakve sam volje bil. Nekad sam sačuval poziciju i radil kaos nekakvih desetak minuta, uživajući Adamovim Crysis mogućnostima, koje su me jebeno oduševile, uostalom na dnu ove rece jest i video kako širim kaos Praškim babićkama.
JA NISAM OVO TRAŽIL; MAJKEMI!
Igra mi je genijalna i bogami - baš to sam tražil! Došlo mi je odmah da krenem NG+, jer igra i ja to zaslužujemo. To ja zovem pravim gaming snošajem. Ona Alex Vega! E ta pička! Zašto nije gola i zašto ima toliko odjeće na sebi? Još pazi - ima cloak! Deeeee beži dev. Mogao sam imao nutella horny time. Ovak mogu sam zamolit nekog i platit fotošop žene iz igrice. Likovi u igri su mi taman dobri da ih nekak popamtim, a da nije preveč fokus na njima. Maksimalno sam kroz igru ganjal sve moguće mailove, alternativne puteve, sakupljanja i crafting razno raznih stvari. Al od svih odličnih stvari, na kraju me najviše oduševilo napucavanje koje je u ovakvoj igri, sekundarna, ali opet jako bitna pojava. U HR-u je to dosta bilo traljavo i zanemareno. Ovdje je to Č/10; bravo Nixxes, bravo Eidos, bravo SE. Baš igra po mom guštu. Malo slikica mojih iz igre i video kak kaj Švarci jebem mame...
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A sada malo killing me softly...
Deus Ex Mankind Divided | Making Caos - YouTube (http://youtu.be/IaUn0YmCafE)
Piso sam već dojmove na HCLu i to je uglavnom to; malo mi se razvodnila oko osme i devete glavne misije koje odrađujemo u Pragu no sada se sve vratilo na mjesto...
Side questovi su zasada super i odradio sam ih devet... Jedan je još otvoren te drugi dolaze posle...
Zasada sam utuko nekih 25 sati i čini mi se da će mi za prelazak trebat cca 35 ili 40 sati... A i odigrat ću one dvije Jensen stories misije koje idu nakon glavne igre; za jednu kažu da je odlična..
Ubio sam samo jednog pandura koji mi je digo živac; svi drugi su preživjeli...
Evo i galerija slika (https://www.flickr.com/photos/doktor1/albums/72157675629450601); igra je predivna no ima mjesta napretku!
U spoileru su dojmovi sa HCLa:
Proveo nekih trinaest sati u igri...
Trenutno sam došao u ARC HQ. Prije toga sam odradio pet sidequestova u Pragu.
Igram na I Never Asked For This težini sa permadeath opcijom, (skinuo sa neta save te odmah krenuo u prelazak na najteže) te isključenom minimapom.
Odmah da kažem da sam veliki fan cyberpunk i svemirskog setinga u igrama... Prvio dio mi je bio odličan i ovaj mi se zasada čini unaprijeđenma verzija istog! Prezentacija je na nivou; teksture su vrhunske, mnogi dodatni efekti kao i ogromna količina debrisa te raznih sitnih detalja čine svijet imerzivnim, (pogotovo sada u Utulek kompleksu koji izgleda nevjerovatno). Muzika također vrhunska.
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Čitao sam o problemima lipsynca no čini mi se ok, ali to je možda ispeglano sa patchevima koji su stigli u međuvremenu. No ono šta nikako ne pridonosi prezentaciji i imerziji je drvena animacija nekih likova, a posebno bi se fokusiro na Millera (https://www.deusex.com/characters/dx-md?alias=jim-miller)! Ono, boja glasa mi nikako ne paše tom liku, dizajn mu je neki random i za jednog lika koji nam je nadređeni su totalno podbacili! Npr, Otar Botkoveli kojeg srećemo u side questu, (The Calibrator) ubija i sa voice actingom i svojom pojavom, pogotovo kada pregovaramo sa njime ako imamo Social Enhancer augmentaciju! Viktor Marchenko (https://www.deusex.com/characters/dx-md?alias=viktor-marchenko) mi se također čini OK odrađen zasada kao i Elias Chikane (https://www.deusex.com/characters/dx-md?alias=elias-chikane). No kažem, Miller kao da je ispo iz neke druge igre naspram nekih likova - jednostavno mi ima loše animacije i jako loš voice acting!
Po pitanju side questova samo pohvale; nisu svi isti i ne baziraju se na - odi mi tako, donesi pet pilića i vrati se!
Npr Neon Nights; odličan poduži side quest. I Samizdat je OK te se može završit provalom u banku, a i nemora...
Odlično i vidjet ću kasnije kako se to razvija.
Sviđa mi se šta ima mnoštvo računala i raznih padova za čitanje o svijetu i događajima. Samo mislim da je morao biti i index sa podacima o glavnim likovima, a ne da o njima čitam na internetu ili za vrijeme loadinga.
Kako igram sa permadeath opcijom igram pomalo dobro proučivši lokaciju i fokusiran sam na stealth; glavne augmentacije su mi Tesla, hakiranje, smart visdion kao i Cybernetic Arm Prosthesis da mogu uklanjat nmnoge objekte koji skrivaju razne prečice. Uz to i remote hacking...
Tesla augmentacija mi se jako sviđa, a sljedeći na redu su P.E.P.S. i Titan. Potonji ukoliko dođe do nekog okršaja u kasnijem stadiju da ipak imam asa u rukavu pošto je permadeath opcija uključena...
Do sada nisam bio u situaciji da me ubiju te sam ubio samo jednog policajca nakon šta sam čuo kako razgovara na mobitel kako se iživljava maltretirajući Augmentirane; uglavnom nonleathal pristup i zaobilaženje, ali ako člujem da je netko šupak nema mu spasa...
Iako oružja ne koristim previše, napucavanje mi se čini mnogo bolje nego u prethodniku. Isto tako modifikacije na ekranu ala Crysis; ne sjećm se dali je to imao Human Revolution...
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Zasada sam zadovoljan i ovo je unaprijeđena verzija prethodnika šta je dobra stvar. Iako smatram da su neke radnje poput uklanjanja leševa, micanja objekata i slično morale biti animirane tj da naš junak korsti ruke kada nešto radi, a ne da nam objekti i leševi lete ispred nas; ništa previše bitno, ali kako kažem to je moralo biti odrađeno! Kao i animacije likova; bilo bi odlično da igra ima modele i animacije likova iz novog CODa...
Isto malo smetaju kratke stanke prije eliminacije kao da krene loading no deveoper je objasnio zašto su prisutne pa ću im oprostit...
I stvar koja bi još doprinjela težini u I Never Asked For This modu - model spremanja kao šta je npr imao Alien: Isolation! E to bi bilo napeto, iako ni ovo sa jednim sejvom i nije loše ovo bi mi još začinilo igru. Kao i da reakcija AI kada nas opaze bude brža, (onaj metar koji se puni).
Još nisam ni na pola igre pa ćemo vidjet daljnje dojmove...
I zanimljivo da igru igram sa gamepadom; iako sve TPS igre igram sa istim, FPS uvijek sa mišom no ovdje mi radi sporog tempa kojeg preferiram više pašu gamepad gljive gdje mogu dozirat brzinu kretanja i slično...
Ja većinom igram oriđiđi, zapravo dok nekaj igram igram original, ALI - često se prvo skine 'demo' verzija.
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DLC zvan A Criminal Past, zaslužuje osvrt/dojam/recenziju poput AAA naslova, jer traje duže od prosječne COD igre...
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Experience Adam Jensen’s first mission for TF29, set some time before the events of Deus Ex: Mankind Divided.
Iako su prošli mjeseci kako sam završio vrlo dobar Mankind Divided (štoviše bolji mi je nego Human Revolution); igrao mi se još novi Deus Ex, pa sam se bacio na treći, tj. svoj prvi story DLC - A Criminal Past. Level design A Criminal Pasta je jednako dobar kao i cijela igra. Zatvor i pit u kojem cijelo vrijeme boravimo su odlično dizajnirani i baš je bilo ugodno provest u ovom DLC-u nešto više od pet sati. Skupilo se dobar broj lijepih screenshota. Atmosfera DLC-a je vrlo dobra, ali su mi sporedni likovi karakterno totalno off. Zanimljivog izgleda; ali karakterno napisani ono - nula. Šteta, jer je plot i istraživanje odlično.
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Nekad kada igram Deus Ex imam osjećaj kao da Tetris igram; totalno me ganja osjećaj gdje hvatam/berem developerov svaki korak kako je radio igru i na šta je mislio kada je nešto smjestio negdje. To me malo smeta u cijelom ovom novom nastavku. Imaš osjećaj slobode; ali ideš po špranci od deva; nemrem objasnit. No to je minor issue. Bitno da je igra lepa, da lepo dela i da uživam u njoj većinu vremena. Malo sam razočaran što na kraju nije neki jači boss, makar mi se svidjelo jako kak su riješili onaj dio sa turretima koje se trebalo isključit na krovu čuze. Još malo slikica ovog lepog DLC-a koji bi od mene dobio čvrstu sedmicu; ipak mi je pružio zabave za cijelo jedno posljepodne...
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