The Pulsed Energy Projectile System is about the size of a carbine or submachinegun and can be fired one-handed. The weapon fires a wide-spectrum burst of energy which instantly ablates surface clothing, skin and material to create a pressure-wave explosion as well as a painful and stunning electrical effect. The PEPS is a single shot per cartridge and explodes over a five metre radius. A target directly hit must make a stun save at -2 or be knocked out, all others in the radius must make a basic stun save or be knocked out.
Type: P, WA: 0, Con: J, Availability: P, Damage/Ammo: Stun, Shots: 1, ROF: 1, Rel: ST, Range: 50m, 1500€.
Zenith 10mm Combat Pistol
The Zenith is a very common 10mm pistol used by security services and private individuals. It is extremely adaptable, expandable and reliable.
Type: P, WA: 0, Con: J, Availability: C, Damage/Ammo: 2d6+3, Shots: 10, ROF: 2, Rel: VR, Range: 50m, 250€.
The Zenith can be expanded with a silencer and laser sight.
The weapon can be upgraded with greater power through gas recycling and assorted add ons. Each power upgrade costs 200€.
Power 1: 3d6 damage.
Power 2: 3d6+1
Power 3: 3d6+2
Power 4: 3d6+3
The weapon can also expand its magazine with various feeder and magazine upgrades. Each ammo upgrade costs 50€.
Ammo 1: 13 ammo.
Ammo 2: 16 ammo.
Ammo 3: 19 ammo.
Ammo 4: 22 ammo.
Diamondback .357 Revolver
An innovative revolver, the diamondback combines the reliability and weight of a revolver with the ease of use of an automatic. The cylinder is disposable and uses caseless ammunition allowing for rapid reloads and easy access to specialist ammunition.
Type: P, WA: +1, Con: J, Availability: C, Damage/Ammo: 3d6, Shots: 6, ROF: 1, Rel: VR, Range: 50m, 400€.
Rate of Fire Upgrade: ROF 2, 200€
Power upgrades 200€ each.
Power Upgrade 1: 3d6+1
Power Upgrade 2: 3d6+1
Power Upgrade 3: 3d6+3
A powerful, compact, deadly and silent weapon the foldable XHII is favoured by many covert operatives as an assassination tool.
Type: R, WA: +1, Con: J, Availability: P, Damage/Ammo: 3d6+3, Shots 1, ROF 1, Rel: VR, Range 75m, Cost: 500€
The Buzzkill Threat Neutralisation Device is a short-range taser device that can stun human targets and temporarily disable cybernetics.
Type: P, WA: 0, Con: P, Availability: C, Damage/Ammo: Stun -2, Shots: 5, ROF 1, Rel: ST, Range 10m, Cost: 100€
FR-27 SFR Combat Rifle
The FR-27 fires fin-stabilised discarding sabot rounds in a .303 calibre. Magazines are loaded horizontally into the mechanism.
The combat rifle can fit a silencer, a laser sight as well as other adaptations.
Type: R, WA: +1, Con: N, Availability: C, Damage/Ammo: 4d6AP, Shots: 20, ROF: 10, Rel: ST, Range: 400m, Cost: 500€.
Damage upgrades 200€ each.
Upgrade 1: 4d6+1
Upgrade 2: 4d6+2
Upgrade 3: 4d6+3
Rate of fire upgrades 200€ each.
Upgrade 1: ROF: 15.
Upgrade 2: ROF: 20.
Upgrade 3: ROF: 25.
Ammo capacity upgrades 50€ each.
Upgrade 1: 30 rounds.
Upgrade 2: 40 rounds.
Upgrade 3: 50 rounds.
Flechette tracking upgrade: WA +2, 500€.
Hurricane TMP-18 Machine Pistol
The Hurricane SMG is chambered for 9mm and has a high rate of fire, though low stopping power. As adaptable as other modern weapons it’s extensively upgradable.
Type: SMG, WA: +1, Con: P, Availability: C, Damage/Ammo: 2d6+1, Shots: 30, ROF: 20, Rel: ST, Range: 150m, Cost: 450€.
The Hurricane can be fitted with a silencer, laser sight and a tracking system. The tracking system has the same effect/cost as that for the combat rifle.
Damage Upgrades: 200€ each.
Upgrade 1: 2d6+2
Upgrade 2: 2d6+3
Rate of fire upgrades: 100€ each.
Upgrade 1: ROF 25.
Upgrade 2: ROF 30.
Upgrade 3: ROF 35.
Ammo capacity upgrades: 50€ each.
Upgrade 1: 40 ammo.
Upgrade 2: 50 ammo.
Longsword Eraser Sniper Rifle
The Longsword fires a .416 round which packs a hell of a punch with a very long range. Semi-automatic, the rapidity of firing makes up for the fact that the heavy rifle cannot be silenced, allowing a couple of kill shots to be fired off in quick succession before the sniper needs to change locations.
Type: R, WA: +2, Con: N, Availability: P, Damage/Ammo: 3d10AP, Shots: 3, ROF: 1, Rel: ST, Range: 500m, Cost: 2000€.
The Longsword can be fitted with a laser sight.
Damage upgrades: 500€ each upgrade.
Upgrade 1: 3d10+2 AP
Upgrade 2: 3d10+4 AP
Upgrade 3: 4d10 AP
Rate of Fire Upgrade: 1000€, increases ROF to 2.
Magazine Upgrades: 200€ each.
Upgrade 1: Ammo 2.
Upgrade 2: Ammo 3.
Widowmaker TX Shotgun
A twelve-gauge, semi-automatic tactical shotgun the Widowmaker is a preferred weapon for American PMC companies and their subsidiaries.
Type: R, WA: 0, Con: N, Availability: C, Damage/Ammo: 4d6, Shots: 8, ROF: 2, Rel: ST, Range: 50m, Cost: 500€.
Damage upgrade: 200€ each.
Upgrade 1: 4d6+1
Upgrade 2: 4d6+2
Upgrade 3: 4d6+3
Upgrade 4: 5d6.
Rate of fire upgrade: 500€, increases ROF to 3.
Burst fire upgrade: 1000€, increases ROF to 5.
Magazine upgrades: 100€ each.
Upgrade 1: 10 ammo.
Upgrade 2: 12 ammo.
Upgrade 3: 14 ammo.
Upgrade 4: 16 ammo.
PAX-22 Tranquiliser Rifle
A silent weapon the PAX-22 fires a powerful tranquiliser round that takes effect within seconds, rendering a target unconvious. The needle-nosed rounds can penetrate any soft armour to deliver its dosage and the cartridge can sense and deliver the right amount.
Type: R, WA: +1, Con: N, Availability: P, Damage/Ammo: Stun trick -3, Shots: 1, ROF: 1, Rel: ST, Range: 100m, Cost: 1000€.
329-MPRS Rocket Launcher
A breech-loading rocket launcher operated by screen and trigger the MPRS is used to take out light vehicles and bots.
Type: HVY, WA: +0, Con: N, Availability: P, Damage/Ammo: 5d10AP, Shots: 1, ROF: 1, Rel: ST, Range: 500m, Cost: 2000€.
M404 Heavy Rifle
A 5.56 ‘micro-gun’ with multiple barrels the M404 can lay down withering suppressive fire though it is sluggish to wind up.
It can be fitted with a laser sight and a cooling system. The cooling system costs 500€ and increases the rate of fire by 5.
Type: HVY, WA: -2, Con: N, Availability: P, Damage/Ammo: 5d6, Shots: 100, ROF: 35, Rel: ST, Range: 400m, Cost: 1250€.
Damage upgrades: 500€ per upgrade.
Upgrade 1: 5d6+1
Upgrade 2: 5d6+2
Upgrade 3: 5d6+3
Rate of fire upgrade: 500€ per upgrade.
Upgrade 1: ROF 40.
Upgrade 2: ROF 45.
Upgrade 3: ROF 50.
Ammo capacity upgrade: 100€ per upgrade.
Upgrade 1: Ammo 125.
Upgrade 2: Ammo 150.
Upgrade 3: Ammo 175.
Upgrade 4: Ammo 200.
Linebacker Grenade Launcher
A semi-automatic bullpup grenade launcher the Linebacker uses a powerful burst of compressed to launch its 40mm grenades from a six round magazine.
Type: HVY, WA: -2, Con: N, Availability: P, Damage/Ammo: By grenade, Shots: 6, ROF: 1, Rel: ST, Range: 100m, Cost: 1000€.
Rate of fire upgrade: 500€ – ROF 2.
LS-66 Sabre Laser Rifle
The LS-66 fires a direct beam of coherent light, powerful enough to cut through just about anything with sustained fire but it needs sustained fire in order to do so. Only a sustained hit will cut through armour or penetrate tough targets. The rifle can ‘scribble’ across broad areas but will not do effective damage.
Sustained hits do damage for the number of hits they have done as though it is one hit.
Type: HVY, WA: +2, Con: N, Availability: R, Damage/Ammo: 1d6AP Shots: 500, ROF: 1-500, Rel: UR, Range: 200m, Cost: 10000€.
Damage upgrades: 1000€ per upgrade.
Upgrade 1: 1d6+1 AP
Upgrade 2: 1d6+2 AP.
Upgrade 3: 1d6+3 AP.
Ammo upgrade: 1000€ per upgrade.
Upgrade 1: 600 rounds.
Upgrade 2: 700 rounds.
Upgrade 3: 800 rounds.
Hi-NRG Plasma Lance
The Hi-NRG is an experimental plasma weapon firing bolts of superheated gas along a magnetic barrel. It cannot hold many rounds and is not especially accurate but the blast radius compensates for that inaccuracy.
Type: R, WA: -1, Con: N, Availability: R, Damage/Ammo: 3d6, knife AP, blast radius 1m, Shots: 20, ROF: 2, Rel: UR, Range: 100m, Cost: 10000€.
Damage Upgrade: Cost 1000€ per upgrade.
Upgrade 1: 3d6+1
Upgrade 2: 3d6+2
Upgrade 3: 3d6+3
Rate of Fire upgrade: 2000€, increases ROF to 3.
Sarif cybernetics are designed to be low impact on a person’s psychological coping mechanisms. Rather than simply being implanted and having to immediately deal with the implications of their new abilities Sarif cybernetics slowly bond and ‘learn’ to cooperate with their user creating a tighter bond and mirroring the childhood experience of learning to use one’s senses, to talk, to gain body awareness, to walk. New neural patterns are laid down as the person and their augmentations bond, resulting in a much lower psychological impact footprint.
Sarif implants are expensive – being cutting edge – but the upside to this is that they can develop and become more powerful over time – through the investment of Improvement Points. They are expensive and often less powerful than other implants, but have the potential to outgrow them as well as being more stylish. All implants are considered basic as they are fitted and their upgrades are accessed by spending the indicated amount of Improvement Points.
Lowered Empathy Cost
The learning and bonding nature of Sarif implants means that their Empathy impact is much reduced compared to normal cybernetic implants. This is one advantage to their style of implant, though it has its own drawbacks.
Hacking Implant – 2000€ – Humanity Loss 2
The hacking implant is no substitute for an actual Netrunner but for a covert operative working alone it does present an alternative. A cranial implant the Hacking Implant operates short range, wirelessly, often the signal can be strengthened by using the body as a channel for the signal. It attempts to connect with devices – personal computers, electronic locks etc – and to overcome them using brute-force and scripts which are updatable as they fall out of favour.
The basic implant comes with a Capture and Fortify subroutines.
The Capture subroutine is the one used to take control of the device being hacked. In effect the Games Master sets a difficulty level and the implant rolls with an effective Electronic Security/Computer roll of Tech +2. If the roll succeeds the device is bypassed. If the roll fails the intrusion attempt is detected. The character does not have these skills and this is no substitute for the skill, it can ONLY be used to hack/unlock very basic devices.
Capture can be upgraded using Improvement Points.
Basic: +2 – 0IP
Upgrade 1: +4 – 10IP
Upgrade 2: +6 – 20IP
Upgrade 3: +8 – 40IP
Upgrade 4: +10 – 80IP
The Analyse upgrade allows the character to know what difficulty the lock or device is before making a roll. The secondary upgrade reduces the difficulty of all locks/devices by -2 due to foreknowledge of what is waiting.
Analyse Upgrade: 10IP
Analyse Upgrade 2: 20IP
The basic hacking implant comes with basic fortification, you can run this routine at 5 difficulty less than the hack to try and fortify and protect your connection to prevent detection. If you fail you are detected. If you succeed then you need to fail by a greater amount (than 1) to be detected.
Basic: Fail increase by 1 to be detected – when implemented.
Upgrade 1: Fail increase by 2 to be detected – when implemented. 10IP.
Upgrade 2: Fail increase by 3 to be detected – when implemented. 20IP.
The hacking system can be upgraded to be more stealthy, modulating the signal to avoid detection and using its learning algorithms to hack more effectively. These upgrades mean you have to fail by a greater amount to be detected and the effect stacks with fortification, though it does not need you to roll first.
Stealth Upgrade 1: Must fail by 1 extra to be detected. 10IP.
Stealth Upgrade 2: Must fail by 2 extra to be detected. 20IP.
Stealth Upgrade 3: Must fail by 3 extra to be detected. 40IP.
Wayfinder Radar System – 600€ – Humanity Loss 1
A neurological and sensory implant the Wayfinder creates a low level radar/sonar/motion detector field around the user, allowing them to track people around them and increase their peripheral senses.
Basic: 10 metre detection radius, 180 degrees. +1 bonus to Awareness/Notice within that range.
Upgrade 1: 25 metre radius, 275 degrees. +2 bonus to Awareness/Notice within that range.
Upgrade 2: 50 metre radius, 360 degrees. +3 bonus to Awareness/Notice within that range.
Infolink – 600€ – Humanity Loss 2
A full, secure communications suite with cochlear implant and subvocal pickups so that you can speak securely and ‘silently’. It can hook into the public networks and operate as a cell/video phone if combined with an optical implant.
CASIE Social Implant – 2000€ – Humanity Loss 1d6/2
Computer-Assisted Social Interaction Enhancement is a suite of implanted devices from a voice-stress analyser to a net-search function which can run a quick and dirty psychological analysis of a target, aid in interactions, read moods and lies – to a degree – and can also release tailored artificial pheromones to influence the target.
CASIE provides a +1 bonus to Charismatic Leadership, Credibility, Family, Streetdeal, Interrogation, Intimidate, Oratory, Human Perception, Interview, Leadership, Seduction, Social and Persuasion/Fast talk.
Stealth Enhancer – 1200€ – Humanity Loss 2
The Stealth Enhancer is a suite of sensory capabilities designed to make a person more aware of their body, their profile and the sensory capabilities of others. It displaced the projected visual and aural footprint of targets, monitors your own sound and visibility and offers warnings if you are making yourself more visible or audible. It can also track the probable location of people who have left your field of vision – for a time – allowing you a reasonable chance to predict when they’re out of sight.
Basic: +1 bonus to Hide/Evade and Stealth.
Upgrade 1: +2 bonus. 10IP.
Upgrade 2: +3 bonus. 20IP.
Upgrade 3: +4 bonus. 40IP.
Upgrade 4: +5 bonus. 80IP
Upgrade 5: +6 bonus. 160IP.
Smart Vision – 1000€ (Both eyes) – Humanity Loss 2d6
Smart Vision replaces both eyes with adaptable implants that come with basic HUD and expandable options. The basic implant highlights points of interest to draw the user’s attention providing a +1 bonus to Awareness/Notice rolls.
Upgrade: Wall-Penetrating Imager: The Smart Vision eyes can modulate between visible light, IR, UV, thermographic and low-level penetrating radar to roughly estimate where people are, even through walls. 20IP.
Upgrade: Flash Suppressor: The Smart Vision eyes adapt to react more and more quickly to stimulus allowing for instant adaptation to dark conditions and protection from stunning or blinding flashes. 20IP.
Arm Prosthesis – 6000€ – Humanity Loss 1d6
Sarif cyberarms are lightweight and built for speed/impact rather than strength and durability. Sarif cyberlimbs can take 15 damage before being useless, 25 before being destroyed. A Sarif cyberarm punch does 1d6+1 damage. As standard Sarif cyberarms have 5SP armour.
Upgrade: Recoil Compensator 1 – Offsets the penalty for autofire at range by 1. Reduces recoil damage by -1. 10IP.
Upgrade Recoil Compensator 2 – Offsets the penalty for autofire at range by 1 and increases the bonus for autofire at close range by 1. Reduces recoil damage by -1. 20IP.
Upgrade: Aim Stabiliser 1 – Offset penalties based on movement/stance by -1. 10IP.
Upgrade: Aim Stabiliser 2 – Offset penalties based on movement/stance by -2. 20IP.
Arm Blades – 1000€ – Humanity Loss 2
Retractable arm blades can snap out of the elbows or forearms of your cyberarm and be used to cut, stab, trip or to prise open doors. Durable and tough these blades are square-headed and multipurpose. 3d6+1 damage, AP Knife. +2 bonus to Strength Feat where appropriate.
Sentinel RX Health System – 10000€ – Humanity Loss 1d6
The Sentinel RX Health system boosts the augment’s natural healing capability to incredible levels, controls blood pressure, increases the immune system and so forth. It doubles the normal healing rate (4 per day), provides a +1 bonus to Death/Stun saves and to stabilisation rolls by those tending them when wounded. You also get a +1 bonus to resist poisons and diseases.
Upgrade: Rebreather: The Sentinel RX learns to control oxygen supply and to re-use available air. You can hold your breath without effort for five minutes. 10IP.
Upgrade: Hyper Oxygenation 1: You can hyperoxygenate your blood providing a +1 bonus to Athletics, Swimming, Endurance and Strength Feat. 20IP.
Upgrade: Hyper Oxygenation 2: The bonus increases to +2. 40IP.
Series 8 Energy Converter – 10000€ – Humanity Loss 1d6
The Series 8 Energy Converter is, basically, a human battery. It can provide a jolt of energy to the augment as and when needed, allowing them to push themselves further.
Basic: Provides a pool of 2 energy points that can be spent as if they were Luck. These points recharge at the rate of 1 every four hours.
Energy Upgrade 1: The pool size increases to 4 points. 10IP.
Energy Upgrade 2: The pool size increases to 6 points. 20IP.
Energy Upgrade 3: The pool size increases to 8 points. 40IP.
Energy upgrade 4: The pool size increases to 10 points. 80IP.
Recharger Upgrade 1: The pool recharges 1 point every two hours. 10IP.
Recharger Upgrade 2: The pool recharges 1 point every hour. 20IP.
Typhoon Explosive System – 25000€ – Humanity Loss 1d10
The augment’s torso is implanted with a scattershot explosive system, a micro-grenade dispenser, that surrounds them with a shroud of explosive and shrapnel death upon activation. Implanted hoppers allow this device to hold up to three uses before needing reloading.
Basic: 5d6 damage in a five metre radius around the user.
Upgrade: 5d10 damage in a five metre radius around the user. 20IP.
Icarus Landing System – 5000€ – Humanity Loss 2
The Icarus Landing System uses a powerful electromagnetic burst of energy to soften landings when falling from great heights. Divide distance fallen by five when calculating damage.
Quicksilver Reflex Booster – 3000€ – Humanity Loss 1
Unlike other reflex boosting systems the Quicksilver does not make you particularly faster, rather it increases your bodily self awareness and coordination. This may make you seem to move faster, but it is more about efficiency of movement. You may make an extra attack each turn.
Glass Shield Cloaking System – 250000€ – Humanity Loss 1d6/2
Glass Shield uses a powerful EM field to bend visible light – and the rest of the EM spectrum – around the user, rendering them invisible to sight, radar, infrared, thermal and any other EM band detection method. It uses an extremely high amount of energy but is as near to perfect invisibility as can exist, providing a +10 bonus to Stealth rolls.
Basic: The invisibility lasts for a single turn, it can be extended for an extra turn with two points from the energy pool.
Longevity Upgrade 1: The invisibility lasts for two turns, it can be extended for an extra two turns with two points from the energy pool. 20IP.
Longevity Upgrade 2: The invisibility lasts for four turns, it can be extended for an extra four turns with two points from the energy pool. 40IP.
Dermal Armour – 5000€ – Humanity Loss 1d6
Dermal Armour implants thin plates, protective weaves and impact distributors throughout the vital areas of the body, protecting them from harm without great aesthetic or sense-deadening side effects. As it upgrades the armour implants become more reactive, able to adapt to different attacks.
Basic: SP 5 all over the body.
Dermal Upgrade 1: SP10. IP10.
Dermal Upgrade 2: SP15. IP20.
EMP Shielding Upgrade: Dermal armour now protects other cybernetic systems as though emp hardened and applies its armour against energy attacks, such as electrical. IP20.
Cybernetic Leg Prosthesis – 4000€ – Humanity Loss 1d6
Sarif cyberlegs are lightweight and built for speed/impact rather than strength and durability. Sarif cyberlimbs can take 15 damage before being useless, 25 before being destroyed. A Sarif cyberleg kick does 2d6+2 damage. As standard Sarif cyberlegs have 5SP armour.
Jump Enhancement: The cyberleg can adapt to give out energy more powerfully and more quickly, doubling the distance the user can jump. 20IP.
Sprint Enhancement: The cyberleg adapts for speed, allowing the augment to run much faster, increasing their MA by 2. 20IP.
Silent Running: The cyberleg adapts to run silently and to dampen normal movement sounds providing a +1 bonus to Stealth. 10IP.
Silent Running Upgrade 1: The Stealth bonus increases to +2. 20IP.
Silent Running Upgrade 2: The Stealth bonus increases to +3. 40IP.
I grew up on dystopian cyberpunk and it’s hard to think of it as a retro-future style because, for me, it’s always been a big part of the future. The ideas of human augmentation, cybernetics, biogenetic implants and so on have always had their appeal and while SF has moved heavily into trans or post human tropes – taking the remnants of cyberpunk with them.
As I read in a review elsewhere, things have changed since the dawn of cyberpunk in the 80s and its subsequent flourishing. This isn’t ‘the future’ any more, it’s tomorrow, it’s next week. It’s a near future and while Science Fiction is set in the future, it’s always about the ‘now’ and this is no different. Despite being a franchise that’s now ten years old, the background material and some of the themes have been updated to keep things relevant.
It’s the future and human augmentation has become a reality. Cybernetic limbs, neural rewiring, man-machine interface is all proceeding apace. Some people are behind this movement to improve the human condition, others are against it and in between are those injured in wars or accidents who actually need the technology for a decent life. Humanity being what it is this advanced medical technology has also found its way into military uses as well as even less savoury applications put forth by the criminal underworld.
Sarif Industries is one of the main proponents, advancers and advocates for human advancement through technology and also a target for pro-human protesters. Sarif is on the verge of a breakthrough that will help everyone interface with implants more easily and without the need for suppressants and other drugs when they’re attacked.
You take the part of Adam Jenson, security chief for Sarif’s private security force. Grievously wounded in the attack and forced to accept major augmentation you set about tracking down who attacked Sarif, who killed your scientists and why – uncovering a conspiracy along the way.
Deus Ex is primarily a stealth-em-up in the spirit of Metal Gear Solid or Thief. This is definitely a harking back to the original Deus Ex though Human Revolution is far more forgiving – particularly on the easier difficulty settings, than the original was.
Not that you have to play the game as a stealth-em-up, indeed given the forced boss battles you’d be wise to invest some of your cybernetic boosts and money in some fighting and protection abilities since you can’t entirely rely on being a hacker or a ninja to get yourself through.
It’s a hybrid first/third person sneak and shooter with RPG elements – you gain experience which gives you praxis (levels) which you invest in manifesting and enhancing your cybernetic abilities. This represents you getting acclimatised to your implants and thus unlocking their full potential.
The genius of Deus Ex, as with the original, is that there’s always more than one way around a problem and this allows you to play broadly to your preferred style (save the boss battles) and also gives you a fall back if your preferred route is blocked in some way.
Play it as a charge-and-shoot FPS and you will die, play it more in the form of a 3rd person cover shooter, and you’ll do OK. It’s also worth noting that you don’t really have to kill anyone (save the bosses). You could get through almost the whole game non-violently if you wanted to.
The hacking subgame is simple, a combination of luck and resource management but also a key aspect of the game, especially if you want to maximise your experience and rewards as lots of experience, money, easter eggs and cool background information are only available from hacking.
By and large the controls are good – I played on the PS3 – but the cover system can sometimes be glitchy, meaning you can’t get an angle on an enemy that you should be able to get or that you have to expose yourself from cover – and get shot – to get a line you also should be able to get.
To perform ‘takedown moves’ – which are brilliantly cinematic and don’t lose their lustre – you have to single tap a button to take someone down non-lethally or hold it down to kill them. I found that, occasionally, even when I was trying to take someone down non-lethally I would end up stabbing a bitch, the timings seemed a little sensitive.
The game does a great job of presenting a future that’s Bladerunner with the grunge turned down a couple of notches. The constant news and radio casts, the people talking in the background, the posters, the e-mails, the presentation is all very well done as is the urban decay. The only drawback, for me, was that the city areas all felt so small and caged in, in spite of the various ways to get to any location and that the citizenry felt very static, very placed, the city didn’t ‘come alive’ until a later level, when, ironically, most people were hiding or should have been. This is the only real flaw in an otherwise flawless presentation.
Everything is artfully done though compared to some other titles the characters (other than the main ones) are animated a little woodenly, particularly the facial expressions. The game is quite dingy, quite dark, which is atmospheric and also covers the worst sins but overall the presentation, the graphics, the thought that’s gone into it all is excellent.
All things considered an excellent cyberpunk game with only a very few flaws to marr it from perfection. Great story, great look, great execution.
On the plus side
- Great story.
- Nicely updated to today’s concerns.
- Layered, revelatory plot.
On the minus side
- Occasional game ‘judder’ as it pauses to load.
- Forced violent confrontations (boss fights).
- Full of conspiracy nonsense, which is a massive turn-off for me.
Style: 4 (Just a few niggles).
Substance: 5 (Perhaps not long enough, per se, or deep enough, but the rich background and characterisation compensates).