Is it getting to the point that %26ldquo;primarily first person%26rdquo; is a highlight of a preview? Not really, but with so many third-person Unreal Engine games coming along, it%26rsquo;s a shock to see something different. Deus Ex: Human Revolution isn%26rsquo;t being spewed from the Unreal clone factory. You%26rsquo;ll be looking through the protagonist%26rsquo;s eyes for the vast majority of the game and that allows everyone worried about some huge departure to breathe a sigh of relief.
Those of a cynical disposition are expecting Human Revolution to be another banal remake from a publisher aiming to cash in on a once-respected name. But they%26rsquo;re going to be proven wrong. At least, it seems so, even though %26lsquo;cover system%26rsquo; describes the game%26rsquo;s stealth aspect.
Go into sneaky mode and you%26rsquo;ll be presented with a third-person view, but this is so you can see what%26rsquo;s around the corner. That%26rsquo;s not so bad as it stops the risk of being detected by leaning around corners. The camera also detaches itself from inside your eyeballs when you snap someone%26rsquo;s neck or use another kind of fancy killing blow on a nearby enemy.
To get into the position to nail someone in the throat with a sharp object, you%26rsquo;ll have to get close to them and this can only be achieved either by teleportation or stealth. The former doesn%26rsquo;t exist in Deus Ex, so it%26rsquo;ll have to be done the old-fashioned way. Or not, in Human Revolution%26rsquo;s case, because the system employed in this particular game is all about line of sight. You don%26rsquo;t have to worry about the intensity of the shadows you%26rsquo;re in, just whether the patrolling guard is looking your way.
Questions about the sharpness of the eyesight of guards, especially in a world of artificial augmentation, will have to wait, but it%26rsquo;ll be refreshing to not gulp when presented with a room that isn%26rsquo;t full of conveniently placed dark bits.
%26lsquo;Stealth%26rsquo; is the watch word for the whole game. Eidos Montreal is on record saying it doesn%26rsquo;t want the game to end up as a run-and-gun shooter. Even with all sorts of biomechanical jiggery pokery going on in your body, you%26rsquo;ll still only be able to take a couple of hits before hitting the deck. There may be some kind of ability that allows you to take a great deal of damage, but using it, if it does end up in the game, will cost you a shot of energy.