Deus Ex: Human Revolution

by sandersn 21. January 2012 00:04

Deus Ex is "Deus Ex translated to Canadian French and back again"

Video games are software. They're also art, but they're made out of software. I've complained about this before, after playing Fable 3.0, I think. For a game that I don't love, like Fable, I'd rather just play the last of the series, the best one. The Fable series, and a lot of others, consists of successive repetitions with improved software at each new version. The trend of trilogies, which I'm pretty sure started for monetary reasons, may prevent this gormless repetition--if nothing else, they are pumped out so fast that only the content designers get a chance to refine things--the tech guys don't get a chance to overhaul the engine. And even if the designers view episode 1,2,3 as successive chances to refine the game mechanics, at least the writers will feel an obligation to make a coherent story line, one that won't make you feel ripped off for playing the same thing 3 times in a row. (Disclaimer: I tricked a friend into playing Fable 1.0 for me while I watched. But I did play all the way through Fable 2.0 and 3.0)

So Fable exemplifies the Sequel Remake, when someone decides that they'd really just like to make a few tweaks and release the same thing as a 'sequel'. Games have been around long enough now to have another kind of remake: the Borges Remake, in which the creators of Fallout 3.0 are not at all the same people that made Fallout 1.0 and 2.0. They are instead people who liked it so much that they wanted to recreate it from scratch. Like Borges' French author Pierre Menard, they take a break from writing nonsense like Les problemes d'un probleme to write chapters 9 and 38 of Don Quixote. From scratch. In the original Spanish. To be exactly as good as when Cervantes wrote it; in fact, exactly the same as when Cervantes wrote it. You can easily tell when a game is a Borges Remakes because usually the title is the same as the original. No additional numbers, only maybe a tiny subtitle in small font.

This seems like the ultimate fanboyism, and in the world of literature, that's probably all it is. But in video games, there's real money. After the one-two punch of the Nintendo Wii and the Great Recession, Borges Remakes have become proven safe moneymakers. Not only can you find plenty of people who want to make Prince of Persia again from scratch, you can find plenty of people want to play it again. Or Mario. Or Wolfenstein. When you only play a game or two a year, it might as well be the 'same' game that you played when you were 12. Anyway it sounds a lot like the remastered editions of Star Wars, or maybe the Lion King. They probably won't even notice if you change a bunch of stuff! (That's actually good--games have improved over time, so even an average game today will have some usability improvements compared to the brilliant games of the past.)

Eidos Ubisoft Montreal's Deus Ex is a whole-hearted Borges Remake, one of the pure-hearted fanboy ones (probably) (maybe). They decided to make Deus Ex. And they did. Really well. It's almost an exact copy. But over a decade has passed, and the innovative things about Deus Ex are no longer innovative -- almost all games have incorporated the good things from Deus Ex. So Deus Ex (by Ubisoft Montreal) turns out to be a very competent sneaking/shooter with a lot of dialogue options, while Deus Ex (by Ion Storm) was a brilliant genre-bending hybrid of FPS, RPG, and tactical stealth espionage action mumble mumble whatever Kojima sticks on the end of Metal Gear titles.

Really, the only place where Deus Ex (by Ubisoft Montreal) is worse is the overarching conspiracy theory. The conspiracies in Deus Ex (by Ion Storm) turned out not be that gripping, but it was mostly because they were so tangled and the game went on for so log, adding layer upon layer. The writers must have been really into it. The conspiracy in Deus Ex (by Ubisoft Montreal) is actually kind of stupid, and I didn't pay much attention because the Real Villains were introduced in the first five minutes via dramatic camera zooms and big explosions.

On the other hand, the new Deus Ex is better in a few places, mostly places that were 'modernised' and 'consolised'. Those two words mean pretty much the same thing except for the connotations. Basically, we (as a race (of programmers, and maybe of humans)) have figured out simpler ways to convey the same feeling of progression that a complex orchestration of numbers does. I support this change, although people who really like numbers may not.

Finally, the single worst aspect of the game was the translation. I don't how much of the game was written in French Canadian originally, but many of the in-game item/power descriptions obviously were. Also, a nice multi-cultural culture (or whatever it is that Canadians do better than us) turns out not to automatically translate into cultural knowledge of the US. Surprise!

Even though setting the early parts of the game in Detroit was a nice dodge for all the Canadian voice actors they hired (linguistic research has now discovered that as many as 80% of Detroit natives are actually speaking Canadian without even realising it), they apparently don't know that skin colour is not a perfect predictor of accent in Detroit. The voices are doled out strictly along lines of skin colour, so a white gangster sounds like a college student from Toronto, while a black one sounds like a Harlemite practising a Chicago accent (badly). That's not how gangs work! Everybody tries to sound the same to show that they're members of the same group.

The same problem applies to yuppies, and there are a few even more obvious and embarrassing errors, like the Hispanic ex-Marine who barely knows English (how did he survive in the Marines then?), and the African-American Detroit bum who apparently just arrived from Alabama, but has lived there for years developing a network of bum contacts for the police to use (? ? ?).

Overall, the voice acting and motion capture suck pretty ferociously for a AAA game, even for the main characters. Again, this feels it may have been conscious imitation of Deus Ex (by Ion Storm), or perhaps just clever allocation of a limited budget. It didn't stop me from enjoying the game, but it did make me want to pace around, sarcastically imitating David Sarif's always-enthusiastic monotone. I so wanted him to turn out to be completely evil, but he never did. At least I think he didn't. My sense of the moral landscape was fuzzy by the end, mostly because I stopped paying attention.

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