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Forums - Nintendo - Eurogamer: Deus Ex: Human Revolution Director's Cut (exclusive) for Wii U. Boss battles fixed, graphics improved.

 

The game is due out exclusively on Wii U (for now - more on that later) soon, although US shop Amazon has it down for 7th May, and it includes a raft of improvements, changes and additional features developer Eidos Montreal hopes will convince those who played Deus Ex when it came out in 2011 for the PC, PlayStation 3 and Xbox 360 to fork out their hard-earned cash once again.

Director's Cut is, according to Eidos Montreal, more than a port. The developer describes it as the "ultimate edition of the game". It is a co-production between the huge Canadian studio and Australian developer Straight Right, which has form when it comes to working with the Wii U: Straight Right made the Wii U version of Mass Effect 3.

So, what changes have been made? Top of everyone's list, Deus Ex executive game director Jean-Francois Dugas and game designer Emile Pedneault tell Eurogamer, were the boss battles.

Deus Ex's boss battles are considered by many to be the weakest part of the game. They were frustrating, combat heavy fights that broke Deus Ex's sneaky heart, forcing players to fire guns pathetically after they'd popped all their upgrade points into stealth and hacking. In short, the boss battles were a bit crap, and it came as no surprise when it was revealed that their development had, in fact, been outsourced.

"We went through all the boss battles and said, 'let's just start from the beginning,'" Pedneault says. "So that's exactly what we did."

 

Eidos Montreal was keen to improve the graphics for the Wii U version, too. The visuals seen in The Missing Link DLC had more of an impact, Dugas says, than those in the main game, because the developers were more comfortable with their tools when they came to create them. And so, The Missing Link benefited from work done to the game's shaders, which had the knock on effect of making environmental reflections on textures were better. And the lighting system was revamped to be based on an interpretation of a formula used by real world architects during the building planning stage to simulate how light will bounce around an environment. All the visual effects seen in The Missing Link were applied to the main game for the Director's Cut.

"It's much sharper," Dugas says. "There are more nuances between the light and dark places."

You might also notice a new fog system that, according to Pedneault, "makes the atmosphere really stand out". Shadows that were choppy have been smoothed, Dugas says. "It makes a big difference."

Pedneault insists these improvements wouldn't be possible on Xbox 360 simply because there's not enough disc space available. Neither, Dugas says, would the anti-aliasing, which wasn't present in the other console versions but is in the Wii U version.

"It's more powerful on the Wii U," Dugas says. "Even some of the graphics that were improved already on the 360 for The Missing Link, we were able to go a little bit farther with the Wii U, just because of the hardware. In terms of the shadows, which are smoothed out, it's much different than the Xbox version."

 

From a more functional perspective, Eidos Montreal used the Wii U GamePad to create a brand new augmentation, what it calls the Neural Hub. Apparently one criticism the developers heard was players wanted to know how much health enemies had and what loot they carried before taking them on. The game's Smart Vision augmentation, which allows players to see enemies through walls, was extended and fused with the GamePad, resulting in the Neural Hub.

So now, on Wii U, you can use the GamePad to see enemy health, armour type (heavy, medium or light) and loot. The idea is this will let players plan their moves better; by checking loot you'll be able to identify a target who is carrying a pocket secretary, which may contain the code for a locked door you're after, or decide not to go into a room because it's packed with heavies with loads of hit points.

"One of the first CGI trailers we did in 2010 showed Jensen's vision turning into Smart Vision, and you saw an enemy with all this information," Dugas says. "Now it gets closer to that feel, that wasn't present in Human Revolution.

"We used the GamePad to improve the immersion of the game. We found that this touch-screen, the GamePad and everything, is closer to the vision of Deus Ex, where you are someone who is augmented and you have systems implemented in you that give you the edge in combat in all situations."

You can also use the GamePad to navigate the menus, to display the map, the augmentation system, the inventory and all the rest. "All the systems are now linked to the Neural Hub," Dugas continues. "All your maps, your inventory, your augmentation menu, your mission log, are now systems in Adam Jensen.

"You have the impression when playing that the Wii U GamePad is part of Adam Jensen and one of his useful augmentations. It doesn't break the pace."

There are swipe controls, too. One new feature, called grenade throwback, allows Jensen to equip a proximity detector that alerts him to a nearby grenade. So, if an enemy chucks a grenade at you, the GamePad will vibrate, and you can swipe the touch-screen to pick it up and lob it back.

By default the touch-screen is Jensen's radar, a sort of hybrid between the main radar and the 2D map. You can open the 2D map on the GamePad and use the stylus to scribble notes, which are then reflected on your main screen radar. Eidos Montreal hopes players will use the feature to draw out approaches in particularly tricky areas.

You can also use the touch-screen for the hacking mini-game, using your fingers to progress, and to punch in codes. Meanwhile, for weapons that have a scope, such as the sniper rifle, you can use your telly to centre on your target, then enter a precision mode using the touch-screen, which displays the cross-hair.

Deus Ex executive game director Jean-Francois Dugas

You can use the Wii U GamePad touch-screen for the hacking mini-game.

 

Will those who played Human Revolution when it released nearly two years ago buy the game again for Wii U? It seems a hard sell, despite what on the face of it is an impressive revamp of what is a brilliant game. But a more important question for many may be whether the Director's Cut will ever make its way to PC, PlayStation 3 or Xbox 360. Of course, the GamePad-specific features will remain exclusive to Nintendo's console, but there seems no reason why much of the additional content, such as the director's commentary, integrated DLC and improved boss battles, couldn't be sold to PC, PlayStation 3 and Xbox 360 gamers. Dugas says he can't comment on that at the moment. We shall see.

 

http://www.eurogamer.net/articles/2013-03-20-deus-ex-human-revolution-directors-cut-for-wii-u-confirmed-and-yes-theyve-fixed-the-boss-battles



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So like Ninja Gaiden 3, this fixes issues and improve upon the original product?
I'm down with that.



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It's good for the Wii U to get something like this, I think, with the improved graphics, the touchpad features, and all of that. That's what should happen with a next gen port. However, only fixing the game for one system is fucked up. That shouldn't happen. Even if I had a Wii U, I wouldn't give Eidos more money just for that reason.

Of course, I've never been able to get Deus Ex:HR to play on my PC at all, so double screw them. There is serious input lag no matter what I do.



well I like it, so I will buy this game (again)



Hmmm my interest grows. Might be worth revisiting this.



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Yeah, its nice to see that somebody's finally putting that Gamepad to good use. I mean the stuff they talked about using the thing to show the enemies health, positions, loot and hacking all sounds pretty nifty.



KylieDog said:
Even on hardest the boss battles were no an issue for stealth spec builds, the bosses die stupidly fast, and one has an instant kill glitch anyway.


They said it was fixed



Actually pretty cool!



So in the world of today a game can be considered great by many despite having boss fights so bad that the team which made most of the game admits they were bad.



"Graphics improved"

That's all I need to know. I hope they use the PC assets like NFS:MW Wii U, this game looks amazing on my PC.