

If you're having fun and want to go for 'Factory Zero,' you can choose not to use these and other skill points. The whole DLC feels like a reminder that there's an under-appreciated, under-noticed layer in these games - you don't have to be a master hacker if you can ferret out door codes you don't have to punch through concrete walls if you can find other ways to break them, you don't have to leap 3 meters in the air if you can piece together subtle climbing routes, etc.īasically, The Missing Link begins by swapping subgenres: it goes from being a game of "toying with my enemies from a position of supreme confidence" to "carefully avoiding enemies out of necessity." New school to old school.Īfter you get a taste of that, it gives you 8 skill points back in one "batch," which is the first sign that the aug-progression here will be a lot less gradual. The developers lean into this pretty hard, with level design that strongly encourages the player to really think about what they can 'pull off' without all of their normal super-powers. The opening cutscene shows Jensen being questioned while restrained in an "EMP Chair" that has knocked his cybernetic augmentations (in-game skills) completely offline. No-one was like "but what about the ship, what happened on the ship?"Īs extra content for this character and this style of play, The Missing Link is well designed, worth playing, but also. It's fairly well-told and fleshes out some lore in a careful, indirect way, but it still comes across as a 'solution in search of a problem.' At least, story-wise. The Missing Link, weirdly, informs you that Jensen was actually discovered/captured as a stowaway, and a whole bunch of shit went down. He ends up at a secret black-ops site in another country and the game continues onward.

In the original DE:HR, there comes a point where Jensen is following a lead and an ally of his convinces him to stow away on a ship, even though neither of them knows where the ship is going. This is weirder than it sounds, because it still plays like post-game content and still feels like a pretty hard break from what you were doing just beforehand. For Deus Ex: Human Revolution Director's Cut, it was integrated into the story and you can't skip it. It occupies a very weird 'middle' between being a fully stand-alone story & progression, but also filling a narrative gap in the main campaign. I think Factory Zero is going to get completely insane but I'm going to try my best!Ĭommentary: Missing Link was the only storyline DLC for either of the two Adam Jensen games (Human Revolution and Mankind Divided). I stopped once Jensen figures out who his secret ally is at Rifle Bank Station. Also, it's actually exciting to find door codes and that sort of thing, since I can't hack. I don't feel like I'm missing out on items/money because I was already more or less maxed out.
UNSTOPPABLE GORG LEVEL 8 FREE
And it's also nice because anytime you come across obvious skill markers, you're totally free to ignore those paths, siderooms, etc. But, being a trophy and everything, it's totally feasible and makes you think creatively within a very confined decision-space. That means you're stuck at Hacking 1, no cloaking, no high-jump, etc. To more fully enjoy it, I decided to go for the "Factory Zero" trophy, where you finish the whole thing with zero skills for Jensen. It's a weird break in flow.īut on the other hand, it's very well designed, even with its strange Praxis compression. I get that it fills a (very minor) narrative gap between Hengsha 2 and Singapore, but I'd rather it be separated out from the main game.
UNSTOPPABLE GORG LEVEL 8 FULL
The character you are rescuing becomes key to the plot in the original Deus Ex (which takes place maybe 20 years later, I'm fuzzy on the full DE timeline). If you owned the original game, but didn't pre-order, there was no way to play this mission, but they rolled it in for the Director's Cut. I had completely forgotten that the Director's Cut includes a relatively brief, but still solid "pre-order mission" where you rescue Tong's son from Belltower. Like the Detroit Convention Center? And then when I replay I kind of have to take a breath and say, "you know, I'm pretty sure you can just get in and get out here." Harvester Hideout is that way too. It's funny, there are a few parts of the game where I have kind of a mental imprint from when I first played this, where I know I spent an inordinate amount of time in certain areas. Wrapped up Detroit 2 and Hengsha 2 pretty quickly. Continuing on with my hardmode non-lethal ghost run.
