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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deusexhumanrevolutioncover.png]]
2[[caption-width-right:350:[[{{Tagline}} "It's not the end of the world ...]] [[JustBeforeTheEnd but you can see it from here."]]]]
3
4->''"If you want to make enemies, try to change something."''
5-->-- '''UsefulNotes/WoodrowWilson''' (quoted by '''Adam Jensen''')
6
7''Deus Ex: Human Revolution'' is a prequel to ''VideoGame/DeusEx'' developed by Eidos Montreal. It was released on August 23, 2011.
8
9The game takes place in [[TwentyMinutesIntoTheFuture 2027]]. Nanotech augmentation has yet to be developed, while biomechanical augmentation is state of the art. Human civilization seems to be in a golden age of innovation and advancement, but social tension bubbles under the surface. Corporations are steadily taking power from national governments, and the gap between rich and poor continues to widen. In the middle is Adam Jensen, a private security officer for Sarif Industries, the leading name in human augmentation. After an attack on Sarif, Adam is severely injured and forced to undergo augmentation himself in order to recover.
10
11Six months later, Adam goes on a mission that takes him to a poverty-stricken Detroit, the teeming Chinese metropolis of Hengsha, and even a cutting edge scientific facility in the Arctic Ocean, to discover who attacked Sarif Industries, and why. In the usual ''VideoGame/DeusEx'' style, Adam stumbles across a web of intrigue and conspiracy, as numerous forces clash for control of humanity's future. Will mankind embrace this technological evolution, retreat into the comforting limits of humanity, or choose [[TakeAThirdOption something else entirely]]?
12
13The age-old PacifistRun and StealthRun options are still possible, but the game is decidedly more of a fast-paced shooter than the original. A run-and-gun player can dispatch a room full of guards with lethal force, a stealthy ninja type can sneak past them and a mechanical whiz can hack enemy turrets and robots and turn them against their masters. Several writers from the original game were consulted as well and the characteristic multiple choice quests from the original game return.
14
15A standalone add-on, ''The Missing Link'', was released in October 2011. It features new characters and locations. An UpdatedRerelease ''Director's Cut'' was released on October 2013. It features NewGamePlus, redone boss battles,[[note]]allowing for hacking or dialogue focused strategies that weren't in the original game,[[/note]] gameplay changes,[[note]]for instance, batteries now recharge by two cells instead of one on most difficulties. The [=WiiU=] version also moves some hacking and update features to the controller screen,[[/note]] ''eight hours'' of commentary by the staff, and all DLC (including ''The Missing Link'') integrated into the game.
16
17Has an iOS and Android spin-off, ''VideoGame/DeusExTheFall'', and a prequel novel, ''Literature/DeusExIcarusEffect''. A direct sequel, ''VideoGame/DeusExMankindDivided'', was [[http://www.gameinformer.com/b/news/archive/2015/04/07/may-cover-revealed-deus-ex-mankind-divided-568435.aspx revealed]] in April of 2015, with Adam Jensen returning as the protagonist.
18----
19%% NOTE TO TROPERS: Please stop trying to shoehorn this game into "Real Is Brown." See the discussion page for more details.
20!!This game provides examples of:
21
22[[foldercontrol]]
23
24[[folder:# - F]]
25* FourOneNineScam: Several of these show up in the inboxes of various computers in the game. It becomes something of a running gag when they even pop up in networks used in black operations. The sys-ops are naturally perplexed and wonder how they keep getting this spam e-mail.
26** [[LampshadeHanging Lampshaded]] too by its e-mail address: '''419'''@scowlingmask.'''ni'''(geria)
27** This is deliberate on the part of the developers. Every level has a 419 e-mail hidden somewhere. Gotta catch 'em all.
28** And even Justified in Hengsha! You find the computer of "Windmill", the hacker Van Bruugen in a high security personal locker. The computer contains sensitive information, including a ''transcript of the Illuminati conversation from the opening''...and a copy of the 419 spam email. The implication is that he's using the emails to deliver spyware and monitor communications!
29* AbnormalLimbRotationRange: Adam's hands can spin freely. Enemies' heads cannot. Adam can [[NeckSnap use this to his advantage]].
30* AbsurdlySpaciousSewer: In Detroit and Hengsha. They even feature direction signs on the walls, and a few buildings (including civilian ones) are connected to them by doors.
31* ActionBasedMission: A common complaint was that, in a game that boasts of the various ways players can tackle levels, the bosses have few or no stealth options and instead force the player to rely on combat. One of the bullet-points on the Director's Cut is that bosses have more options to suit more play styles.
32* ActionBomb: The [[http://DeusEx.wikia.com/wiki/Typhoon_Explosive_System Typhoon Explosive System]] is a cybernetic enhancement that causes you to shoot out bombs in a radius around you. The fact that this weapon would be a suicide bomber's dream is commented upon several times in emails you find in the initial level, but since it's a project for the Department of Defense, no one really seems worried about it. Adam is one of the only augmented humans with this augmentation installed: it's just about to enter production at the beginning of the game (during the hostage scenario), which means that Adam has one of the final pre-production models installed, and it is ''completely'' unexpected by just about everyone you run across, meaning that no one has any defenses against it. [[spoiler:Since it gets stolen without anyone at Sarif the wiser, [[ThatOneBoss Namir's team]] and the [[GiantMook Spec Ops Ogres]] have it, and ''you'' don't have any defenses against it either.]]
33* AirVentPassageway: The videogame version of this trope is played just as straight as in the original. Every building in Detroit is riddled with crouching-Jensen-sized vents, very few of them appearing to do any ventilating. If the Sarif Industries factory is infiltrated via vent, Jensen tells [[VoiceWithAnInternetConnection Pritchard]] [[LampshadeHanging he'll be discussing them in his next security review]].
34** In one instance, there is a vent that exists only to connect a toilet to an office area. Ew.
35** There is an air vent in the room in front of Zhao's penthouse that only links the front of the room to the back of the room, [[spoiler: for ease of slipping past a horde of security that she calls.]]
36** This is lampshaded at one point in a conversation that can be overheard between two guards: one suggests that maybe they should take steps to secure the air ducts, to which the other sarcastically replies that only if they were expecting an attack by midgets or contortionists.
37** Further lampshaded by Pritchard in the first mission. When you go to his office to have your eye augmentations fixed, he asks "What took you so long? Get stuck in an air vent?"
38* AlarmSOS: At the beginning of the game, an environmental alarm goes off when Adam is talking to Sarif and he is sent to investigate. Adam discovers that mercenaries are assaulting the building. An e-mail you can read later reveals that Adam [[ProperlyParanoid had set up the alarms so that an environmental alarm would go off if the security alarms were disabled]].
39* TheAlcatraz:
40** As can be read in the [[spoiler:FEMA]] base, there is a list of known dissidents who will be whisked away at the first sign of trouble to a prison several hundred feet underground, where they will be marched through sterile metal corridors in laser shackles by guards with orders to shoot troublemakers, and crammed into holding pens watched by [[TransformingMecha heavily armed robots]]. Bleak.
41** ''The Missing Link'' has Rifleman Bank Station, a top secret and heavily guarded island prison run by Belltower to house dissidents, [[spoiler:Hyron Project test subjects]], and anyone else they feel like locking up. The DLC's climax reveals that [[spoiler:the cells and laboratory can be flooded with poison gas in the event of a mass disturbance... or if Belltower simply needs to to quickly dispose of evidence of its wrongdoing.]]
42* AlignmentBasedEndings: While the ending is mainly determined by the LastSecondEndingChoice of who wins the information war, the tone of Jensen's final narration that shows his CharacterDevelopment depends mainly on [[KarmaMeter how many people you've killed and how helpful you were to others throughout the game]].
43* AlternateHistory: The Deus Ex series universe diverged subtly sometime in the second half of the last century, with research in prosthetics advancing much faster due to the work of a few key figures. The [[LoggingOntoTheFourthWall Sarif Industries website]] mentions augmentations being used by the US military in the current conflicts in the Middle East. Another difference between this universe and ours is that, according to e-mails, the [[UsefulNotes/MajorLeagueBaseball Montreal Expos]] apparently never left for Washington, DC.
44* AlternativeCharacterInterpretation: Actually a key plot element. There are repeated in-universe {{Icarus Allusion}}s. Interpretations of the myth are diametrically opposed.
45** Members of the [[AncientConspiracy Illuminati]] such as [[spoiler:Hugh Darrow]] reference the common knowledge of the myth; the father feeling regret for his son's death due to pride. The Illuminati are thus justified in bringing the chaotic and proud under control for their own good.
46** LaResistance believes that they're twisting the myth to suit their goals; "Daedalus was an arrogant bastard. The man built a maze of death, and killed his nephew when he thought he might be smarter than him." The Illuminati are simply justifying the murder of innocent people to maintain control of the world - it's hard to bully people stronger than you.
47* AntagonisticGovernor: Governor Phillip Mead of Florida. While he is never encountered in the game, save for a mention in a newspaper and an email, he is in cahoots with the Illuminati and later, Majestic 12. He is the president by the time the original game rolls around.
48* AncientConspiracy: The [[spoiler: Illuminati]] from the first game, when they were still in their prime. Deconstructed compared to the original game however, as [[spoiler: a conversation with Taggart at the ends reveals them to be more of a old boy network opposed to some ancient shadowy organization. ]]
49* AndIMustScream: [[spoiler: The Hyron Drones. They don't ''stop'' screaming for help; Darrow all but outright says that the horror of what the Hyron involves was why he did what he did. If you pay close attention to the passwords auto-generated by Hyron that you find on pocket secretaries. They're things like "forgotten", "missingme" and so on.]]
50* ApocalypseHow: A Class 1[[note]]worldwide societal disruption[[/note]] occurs at the game's climax, in the form of [[spoiler:nearly all augmented people losing control of their enhancements and going berserk.]] Millions perish, enhancement research is brought to a standstill, and the societal divide between "Augs" and "Nats" grows exponentially wider, but civilization itself is still relatively intact as of [[VideoGame/DeusExMankindDivided two years later.]]
51* ArcadeSounds: {{Non Player Character}}s will occasionally whip out a portable electronic device and distract themselves with a game on it. Inevitably it produces little beeps and boops. Given that the developer clearly knows how modern games sound, we can chalk this up to TheCoconutEffect.
52%% NOTE TO TROPERS: Whilst Final Fantasy is purportedly referenced during other parts of the game, the creators have went on record stating that, despite being called Barrett and wielding an arm cannon, the character was not an intentional shout out or reference, but a mere coincidence. Please don't re-link to FFVII.
53* ArmCannon: Barrett has a collapsible minigun built into one of his cyberarms, complete with requisite AmmunitionBackpack (although amusingly, his character model lacks an ammo feed belt to connect the two, despite concept art of him depicting one).
54* ArmorPiercingAttack: The pistol has an armor-piercing mod. Somewhat realistically, it doesn't do much more damage against lightly-armoured mooks, but it makes headshots lethal even to heavily armored opponents.
55* ArsonMurderAndJaywalking:
56** Tong displays some stereotpyical Asian attention to courtesy.
57--> '''Tong:''' You disappoint me, Jensen. I thought we were friends. But then my hacker goes missing, you break into my place of business, half my men end up dead, ''and'' you don't even have the manners to knock when you enter a room.
58** During Jensen's infiltration of Picus, you can encounter a trio of emails on a computer: 1) From the head of security, they're evacuating and the building will be locked down soon. 2) From a friend, they're evacuating, get out now. 3) From Bridget, park in your assigned place or you'll be towed.
59* TheArtifact: The encounter with [[spoiler:Isaias Sandoval]] was meant to take place in Utah, a location that was not finished and its plot was moved to Detroit. If you get his location from [[spoiler:Taggart]]'s computer instead from the man himself, the cutscene where you meet him in his hideout still has Adam say "We're going back to Detroit" despite being in the city already.
60* ArtificialLimbs: And lots of 'em!
61* ArtificialStupidity:
62** If you're spotted inside an air vent by a guard who is friendly towards you - e.g. in the police station, if you talked your way upstairs - he'll become alarmed and walk over to peer in, weapon drawn. While he's investigating, you can jump out in plain view, rifle through his drawers, pocket any weapons, money or food laying around the room, attempt to start a conversation with him, then crouch and waddle right back in there. He'll announce that he must have been hearing things and return to work.
63** Friendly AI guards will protest if you try to hack in front of them, but only if they can see you doing it. Thus, if you want to do something like hack every computer right in the middle of a police station while surrounded by cops, all you have to do is build a little fort around yourself made of cardboard boxes/soda machines/what-have-you to keep you out of their line of sight. No one will protest your doing this.
64** [[invoked]]Sometimes this is level-dependent as well. For example, according to [[DVDCommentary the Director's Cut commentary]] the Milwaukee Junction Plant level Jensen visits shortly after coming back to work near the beginning of the game was made by the environment artists while many aspects of the engine were still being implemented, including pathfinding. Thus when they had to add pathfinding meshes into the environment they quickly found where the system was limited. Environments developed later during production took these limits into account on their initial design and were better able to play to the pathfinding A.I.'s strengths while avoiding its weaknesses.
65** Barrett in the ''Director's Cut'' can and often will hurt himself with his cluster grenades in an attempt to flush Jensen out.
66* ArtisticLicenseLaw:
67** Played with in the very first mission. If you kill the Purity First terrorists in the Milwaukee Factory, the SWAT officers label you "a goddamn murderer" and tell you to get out of their sight, saying that it's only Sarif's influence that prevents them from arresting you. Even ignoring how completely absurd it is for hardened cops in a city as crime-ridden as Detroit to be so sympathetic to armed criminals, their statements would be objectively wrong if Adam were a cop, but as he is a private security guard, he's not allowed to use lethal force. ''Every single one of the terrorists'' was armed with a pistol or submachine gun, every single one either pointed their guns at you or fired on you, and by the time you arrived they'd already killed at least one hostage and opened fire on law enforcement. Every potential shoot in that mission would be completely clean, further amplified by the fact that [[AttackAttackAttack none of the terrorists so much as contemplate surrendering.]] However, they are not entirely wrong: first, Adam is a former cop and in most cases, killing all the terrorists is hardly police protocol even for a SWAT team, something even a discharged lawman should know; second, the cops are held back due to Sarif's influence, something that pisses them off as it allows Sarif Industries to bend the law to protect their corporate secrets, something the SWAT will chide Adam for if Sanders escape.
68** A later side quest has Jensen recruited by Detective Jenny Alexander of the Detroit Police to assist in her investigation because he can "go places we legally can't." Wrong according to US case law. As soon as she asked for his help, legally Jensen became an agent of the police; consequently, any actions he took would be subject to the same legal standards as if carried out by Det. Alexander herself.
69* ArtisticLicensePhysics: The game invokes the [=MST3K=] approach to biophysics on a regular basis, but there are two particularly serious breaks from inescapable physical reality:
70** Giving someone a pair of mechanical arms, no matter how powerful, will not turn them into a titan. While the person will never need a bottle opener or wrench ever again, and could have a brilliant career in competitive arm wrestling, the feats of strength the augments give the player in the game are pure artistic license. Unless most of the patient's skeletal system was also replaced with some very high-strength alloys, trying most of the things players are expected to do would be incredibly, messily fatal: while the ''arms'' may be capable of lifting extreme amounts of weight, trying to powerlift a photocopier or vending machine will almost certainly snap his spine like a pretzel rod, to say nothing of catastrophically dislocating his legs.[[note]]This can be forgiven with Adam, since we see during the opening cutscene that pretty much his entire body has been turned into a Volkswagen, but it's established that he's A) well above the curve in terms of the extent of his augments, and B) has a major corporation bankrolling the work. It's unlikely that every goofball wandering around with a pair of mech arms has a chest and spine that had been a Toyota the week before.[[/note]]
71** Dermal armor that can shrug off high-caliber rounds and explosions might not bleed, but the owner will still be pretty messed up. While preventing penetrating trauma is a good thing, the impact force of a round or concussive force of an explosion needs some form of shock absorber to attenuate - this is why sports and military helmets have a suspension system and cushioning. So, while a dermal armor wearer is less likely to bleed, organ trauma and TBI will shut him down almost as quickly.[[note]] Once again Adam's unique case plays with this. Transfering forces from impacts is a viable alternative to padding, the ability to uniformly transfer shock loads are why things like spheres and domes are so resistant to blunt force. Given that we know most of Adam's organs either don't exist or don't behave the way they used to, its plausible his "dermal armor" augmentation creates a sort of "cage" around his organs to transfer impact forces around what fragile organic parts of him remain[[/note]]
72** The Typhoon augmentation, which turns anyone implanted with it into a walking cluster bomb. Some handwaving is done about the developers having to solve "the backblast problem", but in reality, this would be a serious issue - all the force required to launch the Typhoon's submunitions needs to go ''somewhere'' - and if it's not somehow redirected or attenuated, that force is going straight back into the user's torso.[[note]] This issue also lends further credence to the suggestion that Adam's body has a "cage" to transfer loads away fron his organs, similar to a pressure vessel such as a submarine[[/note]]
73* AskAStupidQuestion: Adam meets a criminal contact in the [[AbsurdlySpaciousSewer Hengsha sewers]] asking;
74-->'''Adam:''' You one of Tong's boys?\
75'''Harvester:''' No. I just like hanging out in the sewers because they smell better than what I eat for breakfast. Any other stupid questions?\
76'''Adam:''' Not yet. But if I come up with one, I'll be sure to ask.
77* AsTheGoodBookSays: Ex-Belltower merc Michael Zelazny likes quoting the Bible. When Jensen questions him finding religion, he admits he just thinks it sounds profound.
78* ATasteOfPower: Downplayed in that Jensen doesn't have any of his augmentations in the prologue, which means no radar and no melee takedowns. On the other hand, he does have a highly upgraded combat rifle with [[MoreDakka infinite ammo.]]
79* {{Autosave}}: The game has autosaving, generally when moving between room sets and whenever significant conversations occur.
80* AwesomeButImpractical:
81** The rocket launcher. It takes up half of Jensen's upgraded inventory, and there are roughly 15 rockets in the game. The rockets can only stack in 2 in the inventory, and take up two spaces each. On the flip side though, 3-4 rockets is all it takes to finish boss fights.
82** The PreorderBonus Grenade Launcher turns the boss-fight against [[spoiler: Namir]] into a joke, but you only have about 20 shots of it for the entirety of the game, and you only gain it [[spoiler: as a reward for rescuing Tong's son]], very late into the game. And if you're playing on The Director's Cut, then you'll have to slog through the entire DLC mission with it taking up 1/4th of your now-downgraded inventory space and being completely useless since you won't get any ammo for it until you reach the main game again.
83** The Burst Round System upgrade for the shotgun is reasonably effective against bosses, but other than that it doesn't do much for the player: Each of the bosses has a weakness that can bring them down with less effort, the weapon as a whole is only useful against unarmored enemies, and they'll almost always go down with just one shot within the weapon's effective range, so all you'll really be doing by using the upgrade is effectively cutting your ammo capacity in half. The upgrade can be turned on and off though.
84** The invisibility augment, even when upgraded, still eats batteries alive. Other than being able to deck an entire room of people, this augment is really the only reason one would upgrade to five batteries. On a stealth game play, you really only need one or two to slip Adam past guards unnoticed. Becomes significantly more practical in the Director's Cut version which allows you to regenerate two cells, meaning fourteen seconds of invisibility with a short cooldown.
85** Lethal Takedowns. Too loud for a stealth run, too lethal for a pacifist run, and rarely useful if you just shoot people and they take longer to perform. But damn they look cool.
86* AxCrazy: Most of the Tyrants qualify, but Quincy Durant from the comic series puts them all to shame.
87* BackAlleyDoctor: An apartment in Detroit is owned by one of these. The place can be raided for augmentation goodies.
88* BadassBookworm: Prior to the game's start, Adam is a security specialist with SWAT command experience on his résumé and an associate degree in Criminal Justice. While on medical sabbatical after his [[UnwillingRoboticisation ambiguously voluntary cyber-surgery]], he takes up an amateur interest in precision mechanical clock-making and his home is strewn with books on the subject, as well as various others on history, psychology, criminal law, and cybernetics. The scene in which the player is first required to visit his downtown apartment is a frankly stunningly masterful instance of plot-driven character development, transforming Adam from a somewhat stock stylish tough guy to a interesting and well-rounded character, all without using any dialogue to exposit this transformation.
89* BadassLongcoat: Adam wears one whenever he's not decked out in combat gear--with a [[RealMenWearPink floral print]] on the back of the shoulders. According to one pedestrian, it's apparently even made of real leather (based on her tone of voice, it's implied that this is a significant luxury).
90** It's even fashionably functional: [[http://eidosmontreal.tumblr.com/post/8732788804/in-the-recent-trailers-i-saw-of-gameplay-i-noticed according to this post on the official Tumblr page]], the holes on his long coat magnetically attach themselves to the typhoon ports and blade slits, allowing him to stab adversaries to death stylishly or blow them up without having to worry about the condition of his suit.
91** TheCoatsAreOff: When he's on a serious mission, he takes off the jacket to reveal a [[SleevesAreForWimps sleeveless]] combat vest.
92* BadassIsraeli:
93** Jaron Namir, "The Snake", leader and most powerful of The Tyrants. The fight against him is [[ThatOneBoss practically impossible]] [[spoiler: if you made the mistake of getting yourself an upgraded biochip, as you have to face an invisible, extremely powerful, agile and durable opponent while suffering from a massive InterfaceScrew and with none of your augmentations working. Which in this game, makes you a slow, incredibly fragile, effectively blind cripple who can't aim and doesn't even have a HUD.]] Apparently this is a rather common situation, as Israel has been destroyed and conquered by a conglomeration of Islamic nations (including Palestine). All surviving Israelis are extremely violent badass guerrilla veterans.
94** Netanya Keitner from the ''The Missing Link'' {{DLC}}, who [[spoiler: gets in a brief firefight and manages to take down half a squadron of Burke's elite spec-ops soldiers alone, and lives long enough to briefly talk with Jensen afterwards.]]
95* BadBoss: Tai Yong Medical's CEO Zhao Yun Ru. She's ruthless, will fire you if you voice any doubt whatsoever about TYM's practices, no matter how rational, and her business' practices go from violently incompetent quality control to an almost-homicidal disregard for the life of her workers. The whole company works under a cloak of terror, so much so that everyone who works under her is terrified of having to even talk to her. And yet, she doesn't seem to be short of employees, some quite brilliant who could no doubt find work for any other manufacturer of augmentations. The novella "Deus Ex: Fallen Angel" reveals that she routinely has competitors' higher level engineers kidnapped, and forced to work for TYM under threat of death, bringing in workers, while destroying the competition.
96* BallisticDiscount: Some NPC characters in the game will demand you pay them off or do something for an item or money, e.g. Brian Tindall or Anonymous X. You can, instead, just shoot them (or punch them out) and take what you want off their bodies. The trope is notably averted, however, with [[spoiler: Chuanli]], who (honestly) tells you he doesn't have the information regarding a captive prostitute's location on him. While it's possible to pay him, get the information, then punch him out and get the money back, story-wise if you punch him out without going through all of that nonsense then you're screwed.
97* BarrierBustingBlow: Upgrading Adam's cyberarms in a certain way will allow him to punch through a wall to break a mook's neck. Two of the game's trailers featured shots of him doing exactly that.
98* BenevolentArchitecture: To facilitate the game's stealth and combat, the environments feature a lot of [[TakeCover waist-high objects]] (bulletproof glass rails in business areas included) for cover, [[SuspiciousVideoGameGenerosity weapon lockers filled with ammo, heavy weapons, and typhoon charges]] before boss fights and major battles, and [[AirVentPassageway ventilation shafts]] for sneaking around. And for the occasional open area, you can grab and move the nearest heavy object to make your own cover, provided you've upgraded your strength enough.
99* BestialityIsDepraved: One of the people at the Omega Ranch sends an email asking for a camera to record whatever prankster has been putting images of humans engaged in sex acts with farm animals on their terminal when they leave it. They go on to spell out, in excessively formal language, that they find these images offensive both to decency and to the agricultural industry and the time-honored practice of animal husbandry.
100* BewareTheSuperman: A major theme. Part of the driving force behind the anti-augmentation activist movement is fear over the danger people with augmentations may pose. This can be seen in Jensen's backstory, which features an incident in which he was ordered to kill an augmented teenager simply because his augmentations made him a potential threat.
101* BigBrotherIsWatching:
102** Tai Yong Medical keeps extremely tight tabs on their employees. They even restrict the number of emails allowed in someone's inbox to four (including the notification email that your email inbox is getting full!) and require any user to submit a request to the database administrator to access archived emails, all to keep track of interoffice communications to catch dissent.
103** There are many security cameras in the game. A cutscene zooms at one, and it is labeled "Big Bro".
104* BilingualBonus:
105** If you speak Mandarin Chinese, you can listen in on all the coincidental conversations in Hengsha (without having to turn subtitles on, anyway). If you can ''read'' Mandarin Chinese, the graffiti and posters and such can be entertaining, especially the ones that are incorrectly translated (note the characters used for "Hengsha Post"), as well.
106** In Montreal, there are e-mails to be found written entirely in French with no provided translation. [[spoiler: They're about a man who wants to know who took his chair, movie night about a horribly dubbed French-Canadian film that the English-only speakers won't understand very well, and a man telling a co-worker his doubts about the role of Picus in manipulating the news. You can read another email in English, from the employee that he was confiding in reporting the conversation to their superior, making this a literal invocation of the trope.]]
107** Also, the Δ in the LuckyCharmsTitle? Not a triangle. It's a [[http://en.wikipedia.org/wiki/Delta_%28letter%29 delta]], symbol of the Greek inventor and architect [[http://en.wikipedia.org/wiki/Daedalus Daedalus]].
108** The structure that connects Lower and Upper Hensha is called The Pangu. Pangu was a figure in the Chinese creation myth who separated the heaven and the earth.
109* BlackAndNerdy: The Dutch hacker [[http://images2.wikia.nocookie.net/__cb20110919170009/deusex/en/images/7/73/Vanbruggenbust.png "Windmill"]]. Amusingly, he looks rather like a middle-aged [[Series/FamilyMatters Urkel]].
110* BladeBelowTheShoulder: Adam's cyberarms sport a pair of [[RetractableWeapon retractable blades]] that can pop out of his wrists or the backs of his elbows, allowing him to stab enemies to death stylishly.
111* BlingBlingBang:
112** A weird variant: there are augmented gangbangers with artificial arms that are painted bright yellow, either to show off or as some kind of ultra-modern gang tattoo.
113** A more conventional form is seen in ''The Missing Link'', as Commander Burke's sidearm of choice is a gold-plated revolver.
114* BodyHorror: Mech augmentations are a lot less sophisticated and more alien than nano-augs. In most cases they're no more squickier than a prosthetic limb, but some of the more extreme examples (notably Namir and [[spoiler:the Hyron Drones]]) are downright horror show. The game also implies the ''voluntary amputation'' of perfectly well-functioning limbs. To take this one step further, [[spoiler:Sarif, using a convenient clause in Adam's employment contract, has Adam's legs and right arm removed ''without Adam's consent'' when it was completely unnecessary.]]
115* BoobyTrap: Mines are frequently placed where mooks aren't. [[spoiler: Including right under the dead body of one of your own security team, triggered by picking up the suspiciously convenient Praxis kit next to it. Take out the mook in the next room and the mines disarm.]]
116* BookEnds: The first interaction between the main character and the Spec Ops mercenaries is an unmodified Adam Jensen, head of security, being hurled through a pane of glass by the heavily augmented merc leader in the labs of Sarif Industries. The last is [[spoiler:that same mercenary leader being thrown through a glass pane by Jensen, now brimming with augmentations himself.]]
117* BossBattle: While there are traditional "you need to kill something trying to kill you" boss fights, there are also Social boss battles, where you confront someone important and have a long, drawn-out conversation with them to get them to give you some important information or see the error of their ways.
118* BoozeBasedBuff: Downing enough alcohol and painkillers allows you to potentially double your maximum health, although anything above 100 will not be [[RegeneratingHealth recovered]] by your HealingFactor. Drinking alcohol also disorients Adam's vision for a short time; the stronger the drink, the worse the disorientation and the longer it lasts. Beer? He shrugs it off. Vodka? Hopefully you won't need to aim at anything until it wears off.
119* BoringButPractical:
120** When properly upgraded, the Zenith 10mm Pistol makes as much noise as the tranquilizer rifle, holds nearly two dozen rounds, is armor piercing, has a laser sight that lets it function as a poor man's sniper rifle (as well as allowing for easy aiming when running/gunning), uses some of the most common/cheap ammo in the game, and can be loaded down with other generic mods. For a Jensen who's not afraid to pop heads off, it can and will easily carry you through any situation outside of heavy mechs.
121** The simple Stun Gun, one of the few weapons that doesn't have upgrades, is the most useful weapon in the entire game. It is easily obtainable, even if it isn't taken as the starting weapon, and it is the only weapon with plentiful ammo throughout the entire game. Any human enemy, outside bosses, will be knocked out in one shot on every difficulty level no matter where they are hit. Out of the four bosses in the game, three of them can be stun locked with the stun gun, allowing them to be easily killed just by shooting them repeatedly with it. It can also temporarily disable most electronic systems, although it is generally inferior to hacking. However, it is limited by an effective range of half a dozen meters or so.
122* BossAlteringConsequence: Getting the biochip upgrade before Namir's boss fight [[spoiler: will make Jensen vulnerable to Zhao's [[PowerNullifier killswitch,]] disabling your augmentations and giving you a massive InterfaceScrew right when you need them the most. Conversely, if you didn't get the upgrade, Jensen will [[NoSell smugly rub it in Zhao's face]] before facing Namir at normal strength.]]
123* BossArenaIdiocy:
124** Barrett is fought in a warehouse full of numerous explosive barrels, fire extinguishers and nerve gas canisters laying around, waiting to be thrown.
125** [[spoiler:Fedorova]] fights in an arena full of ankle-deep water and very obvious electrical generators begging to be shot to electrify the water. The Director's Cut added a Maintenance Room that aside from being a much larger arena lets you flood the room below with poisonous gas as well as hackable turrets if the boss makes it up there.
126** No such luck with [[spoiler:Namir]], though.
127* BossBanter: All the bosses have a multitude of stuff to say, except Fedorova, who doesn't speak at all. For her fight, though, there's another character providing commentary for the fight.
128* BoxingLessonsForSuperman: In order to learn how to control his new cybernetic limbs, Adam learns how to make and repair clocks.
129* BrainComputerInterface:
130** In the Milwaukee Junction factory mission, Adam encounters an ostensibly "human purist" hacker who just so happens to have some state-of-the-art information technology implanted in his skull, allowing him to hack past the factory's network security via some cables between his head and a server's administrative terminal. [[spoiler: His body, along with the information gotten from the drive in his head, is evidence that the Purity First faction was infiltrated by a third party with other goals.]]
131** It's unclear whether Adam's own implanted hackware works with a similar head-to-hardware interface, though he does have a port located conveniently in his forehead where [[BreadEggsMilkSquick the bullet entered his brain]].
132** [[spoiler: Hyron takes this to the logical extreme: the computer is as much running on the brain and nervous systems of the women attached to it as the actual hardware.]]
133* BribingYourWayToVictory: Gamestop and Impulse preorders give you the ability to purchase [=AUDs=] (Automatic Unlocking Devices) - disposable, one-use gadgets that allow you to crack any keypad or computer, regardless of the skill required to hack it. Bonus weapons (from most other retailers) that take the bigger part of your limited backpack during the first mission are less egregious, while everyone that preordered also gets 10k credits. Both sets of bonuses can also now be purchased from your DLC provider of choice (Steam, Xbox Live, Playstation Network).
134* BringMyBrownPants: During a firefight in public, cowering civilians may mention how they need new shorts.
135* BroughtDownToNormal:
136** In [[spoiler:the ''Missing Link'' {{DLC}}, Adam's augmentations are reset to default, though you ''can'' collect Praxis points to reactivate a number of them]]. An extremely temporary (and much more disorienting) version occurs if Adam [[spoiler:chooses to [[SchmuckBait upgrade his biochip]]; his augmentations are completely unusable, including his HUD. ''During a boss fight'']].
137** If you can beat The Missing Link DLC without any Praxis Upgrades, weapons, or explosives, then you will be rewarded with the Factory Zero achievement (a reference to the term and a quote by one of the characters in the DLC).
138* BrokenFaceplate: While infiltrating a TYM factory in Hengsha, Jensen comes across a TYM employee who just got caught in an industrial accident. He is trapped in a room full of toxic gas, and something smacked him across the head and broke the clear visor of his HazmatSuit. He has a secondary rebreather beneath that, but it is clearly not as effective without the suit's seal, and the man is running out of time.
139* BrownNote: [[spoiler:The signal released by Darrow, which causes anybody with augmentations (that received the new biochip) to go insane and attack anybody near them.]]
140* CallForward:
141** Quite a number, in terms of plot points (the ebooks on the theory of nano-augmentations, FEMA's role), and in-jokes (you get scolded if you enter the women's toilet in your headquarters, same as the first game).
142** During the portion when you're in Detroit for the second time, you can come across a guy at the basketball court ranting and raving at a small group of onlookers about future plot points. One stand-out is his mention of a 'grey and deadly plague' that will come on the back of twelve kings. Sound familiar? [[Videogame/DeusEx It should.]]
143** Then finally: [[https://youtu.be/Wf21Dl1vNvg "Please, call me Bob."]]
144* TheCameo: [[spoiler:The icon for "The D Project" trophy is an image of JC Denton taken straight off of the original Deus Ex's cover art.]]
145* CassandraTruth:
146** Lazarus is bombastic and abrasive, but completing the game will reveal that he had a lot of good points.
147** Jacob White attempts to bomb the Detroit Police Department because he believes that the war between the city's two major gangs was started by a police conspiracy. Although the quest giver dismisses it as nonsense, an earlier sidequest reveals that this actually is the case.
148* CastingGag: Elias Toufexis played Adam Jensen, a man struggling with various secret societies who wish to control the spread of technology that mankind 'isn't ready to handle.' On ''Series/{{Eureka}}'', Toufexis played Adam Barlowe, co-founder of a secret society that tried to control technology for that same purpose. He even uses the exact same voice in both roles.
149* ChekhovsArmory: The ScenicTourLevel in the game's prologue. Almost everything mentioned and everyone met turns out to be important: [[spoiler:the four scientists Megan speaks to are the other ones who are kidnapped (including Sevchenko's arm), the Typhoon is showcased to a military inspector, Pritchard is met and can be heard discussing the scientist's GPL implants, Jensen can read a little bit about Patient X, Malik does a flyby, Sarif mentions Hugh Darrow, not to mention getting glimpses of the three Must-Kill Bosses in the game.]]
150* ChemicalMessiah: Neuropozyne; any augmentation that will be moved by the mind requires a neuroprosthetic junction, essentially a chip in the brain that acts as the interface between body and machine (cybernetic arms, legs, eyes, etc). However, this process causes what is described in-game as "nerve scars"; these scars eventually interfere with the integrity of the chip and it causes the body to reject the augmentation. The only way to prevent that is to take weekly doses of Neuropozyne, a drug that's available as prescription only and whose distribution is heavily monitored which has lead to it selling for exorbitant prices on the secondhand market. [[spoiler:Adam Jensen, it turns out, was genetically engineered not to need it.]]
151* CherryTapping:
152** It's entirely possible to take down Barrett and Federova using only the stun gun.
153** The developers themselves confirmed in a test that it is entirely possible to [[CriticalExistenceFailure destroy]] a turret by repeatedly hitting it with a trash can. This takes about half an hour.
154* ChinaTakesOverTheWorld: With the game being a prequel, this trope isn't yet in full effect like it is in the original. However, China is considered to be the most powerful country in the world by a number of people, and the influential corporation Tai Yong Medical is buying out many other corporations all over the world. [[spoiler:With the assistance of Illuminati mercs blowing the hell out of anyone who doesn't sell.]]
155* ChokeHolds: One of the non-lethal takedowns. Adam is even the trope image.
156* CityNoir: Detroit is quite noir, but it has nothing on Hengsha - a true urban planning nightmare that would make an oil rig look like the Taj Mahal by comparison.
157* ColonCancer: ''Deus Ex: Human Revolution: The Missing Link''.
158* ColorCodedForYourConvenience: In ''The Missing Link'', Keitner's men are all wearing green and are {{Punch Clock Villain}}s at worst. Burke's men are all wearing red and black and are in on the atrocities that Burke has been committing.
159* ColorWash: The art style is meant to evoke a Renaissance theme, extending from the neo-Baroque visual aesthetic, to the [[GoodColorsEvilColors yellow-black colour palette]] (which in itself is symbolic - the yellow represents the rapid advancements and enthusiasm, a willingness to take humanity to new heights, the black representing the conspiracy and chaos of the time.)
160* CombatPragmatist:
161** '''''Adam'''''. Let us count the tropes: GroinAttack, InTheBack, HeyYouHaymaker, ImprovisedWeapon, NeckLift, PutTheirHeadsTogether... It's not entirely certain that Adam Jensen knows ''how'' to [[HonorBeforeReason play]] [[LetsFightLikeGentlemen fair]].
162** On the side of the bad guys, Namir is an absolutely ''ruthless'' fighter, who will keep piling on the advantages no matter how overwhelmingly superior his position appears to be just to make completely, perfectly sure that there's no chance in the world you could possibly defeat him. He makes sure to set up the fight against him inside a highly confusing labyrinth (the walls of which he himself can easily vault due to his bionic legs, giving him both the advantages of stealth ''and'' mobility), which he's also filled with holograms that look a great deal like himself and which move around just enough to keep the player confused, agitated and constantly wasting bullets shooting the walls. Not counting on them alone, though, he spends most of the fight ''cloaked'', leaping around your back in a succession of hit-and-run attacks all the while shooting at you with the most powerful weapon in the game and throwing every imaginable variety of grenade at you over the walls. The kicker? He expected to fight you [[spoiler: while you're under the effect of the compromised biochip, which was supposed to instantly incapacitate you in the best of cases (from Namir's view) or turn you into a slow, half-blind, vulnerable cripple at worst.]] And he ''still'' saw the need to do all the other things.
163* ComicBookAdaptation: A promotional {{Prequel}} miniseries was released by DC Comics.
164* ComingInHot:
165** Your heroic journey to [[spoiler: Panchaea]] is hilariously waylaid by the ''only'' mundane equipment malfunction to occur in a game that's otherwise packed to the brim with amazing (and infallible) technology.
166** Also quoted word for word by [[spoiler: Malik when your second trip to Hengsha is interrupted mid-flight by a Surface-to-Air EMP.]]
167* CommonHTTPStatusCode: At the Picus Office, Jensen tries to track Eliza Cassan (whom, unknown to him, is an AI). The first room he's lead to check is room 404. Unsurprisingly, he fails to actually find her there (finding only a hologram of her).
168* ConcealmentEqualsCover: It doesn't matter if your arm is sticking out around the edge of whatever you're hiding behind -- unless you actively glance around the corner, you'll remain hidden.
169* ConspicuousElectricObstacle: The game features electrified water that hurts the player. Electrib bolts travel over the said water to make it more obvious.
170* TheConspiracy: Wouldn't be a ''Deus Ex'' game without one!
171* ConspiracyThriller: Both this and the original are prime examples of this genre in video gaming. This time around features a corporate security officer investigating an attack on the company's headquarters that [[MinorCrimeRevealsMajorPlot leads him to uncover a massive international conspiracy]].
172* ContinuityPorn: Oh, Lord, in ''spades''. You'll see references to all of the major players in the original. One clever moment is [[spoiler: Tong's son escaping on a boat called ''The Tracer''.]] Subtle. Tracer Tong gets another call forward when Jensen tells Tracer: "The more power you think you have, the more quickly it slips from your hands." For players of the original Deus Ex, they caught this immediately. Tracer gives the same speech to JC.
173* ContinuitySnarl: The Human Revolution comics can be summed up as this. Involving an entire adventure that takes place in the middle of the game's events, contradicts canon events, involves characters never seen or even referenced/mentioned in the game despite having a huge impact on the main characters, has characters who are terrorists dressed up in the trailer's version of the Belltower uniforms (but they aren't ever referenced as being Belltower).
174* ContractualBossImmunity: [[spoiler: Barrett and Fedorova can counter your takedowns. Namir seems to be the same way at first unless you time it just right. Note: as of the release of the Director's Cut of DE:HR, this has since been patched out. They all counter your takedowns.]]
175* CoolButInefficient: Lethal takedowns. While slashing your enemies to ribbons is great fun to watch, a non-lethal takedown takes exactly as much time, makes much less noise, and scores you more experience per enemy. There's no real reason to use them except for the sheer joy of [[VideoGameCrueltyPotential making your enemies die a grisly death.]]
176* CoolPlane: The Sarif Industries' tilt-jet VTOL company plane is very cool, and cut-scenes in the game showcase it nicely. It seems to have some remarkable capabilities, including the long-range needed to fly from Detroit to Shanghai, although the cutscene might simply gloss over refuelling stops. Oddly, the game generally refers to the aircraft as a "helicopter" or "chopper", which it clearly is not.
177* CoolShades: Adam's retractable, skull-mounted sunglasses. [[WebAnimation/ZeroPunctuation Everyone]] makes fun of them, but they're actually industrial sapphire - part of his defensive augs. [[FanWank Honest!]]
178** ''VideoGame/TeamFortress2'' includes them in-game as a CosmeticAward for all classes to wear as part of a cross-game promotion[[note]](though the Pyro and the Engineer don't wear the shades per se --- rather, the lenses on the Pyro's gasmask and the Engineer's goggles become golden)[[/note]]. The game refers to them as the "Deus Specs."
179* CoolestClubEver: The Hive nightclub, focus of a couple of missions, seems very large and luxurious for its under-city location.
180* CopsNeedTheVigilante: One of the Detroit side missions sees Adam contacted by a former colleague for help with her case. While there is some dialogue about "bending the rules" and Adam needing to be discreet, it's still treated as though Adam can retrieve evidence and arrest people[[note]]or at least leave them unconscious for the police to "discover"[[/note]] without a warrant so long as the detective he's working for waits offscreen.
181* CoresAndTurretsBoss: [[spoiler: The Hyron Core, although the "cores" are human women.]] The Turrets can easily be destroyed too.
182* CorporateWarfare: A necessary evil in the setting, where many augmentation firms need their armies as a reason for corporations to not have a war in the first place, in a form of MutuallyAssuredDestruction.
183* CorruptCorporateExecutive:
184** David Sarif counts as the extremely [[DownplayedTrope downplayed]] version of this trope, to the point of being just as much an HonestCorporateExecutive. He's not a bad guy. He genuinely believes in treating his employees fairly, practices honest business tactics, and really does believe that his technology is serving mankind for the greater benefit. It's just that he likes to cut corners on the moral circuit, so to speak, and admits to having the interest of advancement of his own company in mind in the long run.
185** Zhao Yun Ru, on the other hand, plays this trope straight. She's nothing but lies, deceit, and oppression.
186* CosmeticallyAdvancedPrequel: ''Human Revolution'' compared to the original ''Deus Ex.'' The technology of ''VideoGame/DeusEx'' looks much like the late [[TheNineties 1990s]]/early [[TurnOfTheMillennium 2000s]] with more advanced-looking computer terminals. ''Human Revolution'' is set 25 years before, and looks far more advanced. Eidos Montreal {{Handwaved}} this by saying that the game is set shortly before the nasty economic and social collapse seen in the original ''VideoGame/DeusEx'', which was responsible for a regression in technology.
187** [[spoiler: Justified in the sequel, where the end of Human Revolution caused a massive backlash against technological advancement. To the point that people are already regressing to the point that floppy disks (though upgraded to hold far more data) are starting to come back in style.]]
188* CoverDrop: [[spoiler: If you choose to blow up the entire station at the end of the game, you don't actually see Adam exploding, but you do see triangular shards of glass floating in the water briefly, just like the ones on the cover. At this point you realize that the cover is showing the station blowing up. ]]
189* CrapsackWorld: Mass rioting, political instability, corporate corruption; all the conditions that made martial law necessary in the original ''VideoGame/DeusEx'' are shown here. And remember, this is a prequel, so it only [[FromBadToWorse gets worse]] from here...
190* CrateExpectations: Crates all over the place. They have nothing in them, and quite unexpectedly considering how loot-filled they were in the original game, but are still very important in that they can be used in... rather creative ways. [[LampshadeHanging Most crates have "Do Not Destroy" written on them]].
191* TheCuckoolanderWasRight:
192** Players may find an e-book called 'The Sleepwalking World' that has apparently been written by [[ConspiracyTheorist conspiracy theorists]] and lists several famous diseases together with rather outlandish theories (e.g. that SARS was meant to depopulate Hong Kong). The text ends with a prediction that in near future someone will try to vie for power using artificial worldwide epidemic. Cue Gray Death.
193** In a similar vein crazy prophet in your second visit in Detroit prophesies that a "gray and deadly" plague will come on the backs of 12 kings... cue Majestic 12.
194** The conspiracy DJ Lazarus may be a raving lunatic but some of his predictions eerily echo plot points of the original game, and gives away the plot that's unfolding behind the scenes.
195* CursedWithAwesome: Adam frequently insists that he didn't ask for his augmentation, even though he's able to [[InvisibilityCloak turn invisible,]] [[PowerFist punch through walls,]] [[BladeBelowTheShoulder wield a retractable sword on each arm]] and [[RuleOfCool mentally deploy sunglasses]] [[WhatKindOfLamePowerIsHeartAnyway from his face]] to name ''a few''. However, it's also possible to play him as either very supportive of his augs or, while he still never asked for them, admitting that they're pretty effective.
196* CutsceneIncompetence:
197** Whether or not the player knocked out a hundred guards while sneaking into the FEMA base without raising an alarm, Adam will still allow Barrett to loudly lumber up behind him and punch him in the face once he reaches the loading bay.
198** Adam's blatant stupidity in letting Zhao get the better of him in one of her early cutscenes.
199** Adam fails to come up with an escape plan ''before'' arming some explosives he was given. [[spoiler:He manages to escape just in time by weakening the nearest window with a chair and jumping through, but suffers some heavy injuries in the progress.]] If this wasn't a cutscene, most players would have managed to run to a safe distance before the timer runs out.
200* CutscenePowerToTheMax: When your [[spoiler: first boss blows himself up]] Jensen is able to escape the explosion despite being only a few feet away. In the cutscene just before the final boss battle, Adam somehow manages to outrun ''turret fire''.
201* CuttingTheKnot:
202** During the sidequest regarding Brian Tindall's dealing of stolen Neuropozyne, you ''could'' do what he wants and take out the drug dealers. Or you ''could'' use a CASIE mod to talk him into giving you the footage. Or you can just punch him in the face and take the footage off of his unconscious body.
203** Punching people to get important things (Security footage, Club Membership cards, your money back, etc) can become something of a theme throughout a playthrough.
204** Additionally, in the final boss fight you ''could'' [[spoiler:take out the turrets, kill/disable the cores, then eliminate Zhao while simultaneously dealing with [[MiniMecha Security bots,]] electrified floors, and insane workers, [[WhyDontYaJustShootHim or you can take out your laser rifle and kill her through the bulletproof glass.]]]]
205** The bomb in the first mission is a gas bomb that "detonates" by mixing two chemicals (in what might possibly be a ShoutOut to ''Franchise/DieHard''). You could try hacking it while the clock ticks, or look for the password to disarm it. Or you can disarm it by shooting both chemical tanks and letting the liquid spill out.
206** The end of ''The Missing Link'' {{DLC}} has Burke gas all the prisoners and a scientist that has agreed to blow the whistle. You are told you can save the prisoners by venting the gas to the lab (killing the scientist) or vent the gas from the lab to the cells (killing the prisoners). Or you can find the gas valve and break it, saving everyone.
207* CyberneticsEatYourSoul: According to the prequel comic, one of the primary reasons for the opposition to augmentation is due to the potentially dangerous psychological disorders some augmented people develop (though this is more due to the nasty side effects of the anti-rejection drugs they have to take than the augs themselves). In-game literature that discusses augmentations and mental disorders concludes that augs would likely only destabilize already disturbed individuals (with an additional fairly amusing TakeThat at the idea that video games turn normal people into psychopaths). However, Adam himself seems to question his own humanity quite frequently after getting augmented.
208** Human purist Zeke Sanders was formerly augmented with a cybereye, but he removed it when he believed it was causing him to go crazy.
209** This theme extends to the character design, too - Barrett and Fedorova have both been heavily augmented to the point of looking inhuman, and they act accordingly, showing an obvious lust for violence. Of course, the prequel book solidifies their inhumanity is more personality based from before they were augmented.
210** All throughout the game, You can see with Namir that his full body augmentations were fitted to make him look like a human anatomy model... certainly more organic than Jensen. It doesn't hold up to close scrutiny though, and whilst we'll never know if the augmentations ate Namir's soul, it is pretty clear that they ate [[EunuchsAreEvil something else...]]
211** The Tyrants get progressively more cybernetic the further up the chain of command they are. Barret is more or less an evil counterpart of Adam, and while his cybernetics are obvious he still looks like a human being (albeit an unusually physically imposing one). Yelena meanwhile has completely replaced her legs with horse-like ungulate augments that make her well over six feet tall. Finally, Namir looks skinned and appears to be little more than a head on a cybernetic body.
212** Averted with [[spoiler:Gunther]] in ''Icarus Effect'': it's made quite clear that he was a psycho before his augumentations.
213** There are also more subtle notions of this trope. It is heavily implied that cybernetic implants can be controlled externally and they actually are meant to control the general public (paranoia-inducing in its own right), using biomechanic implants makes the user dependent on patented drug Neuropozyne and many augmented people consider themselves better form of evolution and look down upon 'purebloods' forming an artificial prejudice.
214** The game zig-zags this trope. During the conversation between Adam and Radford and after making 'humane' choices Adam points out that he has more metal than flesh, but it is his behaviour that determines his humanity. Also a woman speaking to a small crowd tells her story about purity fanatics and points out that 'humanity can be only a front'.
215** In the endings, Adam muses on whether or not augmentations are naturally detrimental to healthy human interaction. His conclusion is based both on the ending you choose, and the choices you've made. [[spoiler: Kill a lot of people, and he essentially says that humanity is overrated. Run through as principally pacifist, and he muses that his humanity hasn't weakened despite the loss of his body. Do a mixture of both, and he'll paint himself as a moral question mark.]]
216** Considering that a decent portion of the people who receive augments are war veterans or have been in bad accidents resulting in severe bodily damage, is it really surprising that there is a higher rate of mental illnesses among augmented individuals?
217* {{Cyberpunk}}: The ''VideoGame/DeusEx'' series as a whole crosses between this and PostCyberpunk, depending on the time period. ''Human Revolution'' leans towards "traditional" cyberpunk, with its noir-style story of corporate conspiracies and [[spoiler: [[ForegoneConclusion four endings that all eventually lead to]] the events of the original game one way or the other.]]
218* DamnYouMuscleMemory: The B[=/=]Circle button is the cancel action button in nearly every context, but it is also the one hit takedown button. More than one player has accidentally started a conversation they didn't intend to, hit B just after the game registered the conversation as over, and wound up punching out a random person.
219* DeadGuyJunior: In the original game Gary Savage's daughter is called Tiffany while in The Missing Link {{DLC}} he is romantically involved with another scientist called Tiffany Kavanagh. [[spoiler:Depending on whether or not Tiffany survives the Poison Gas the younger Tiffany is presumably either her daughter or was named by Gary in memory of his dead lover.]]
220* DeadMansTriggerFinger: Occasionally happens to enemies armed with the machine pistol or assault rifle.
221* DeadpanSnarker:
222** Adam and Pritchard [[SnarkToSnarkCombat frequently trade snark-tastic jabs with one another.]]
223** Adam can generally be a snarker to everyone:
224--->'''O'Malley''': Were you followed?\
225'''Jensen''': Yeah, by a clown and a midget for a while. But they eventually met the bearded woman they were looking for near a coffee shop and we went our separate ways.
226* DeathByFallingOver: A real concern for players pursuing a PacifistRun. Even if you disable an enemy non-lethally, they can still die from falling over ledges, falling into environmental hazards like electrified water, getting crushed by movable objects, or being dragged around too violently, and any of these count as if you killed them yourself.
227* DeliberatelyMonochrome: The game ''strongly'' emphasizes a saturated golden monochrome, with accompanying [[SplashOfColor reds and greens]]. It's an obvious visual nod the FilmNoir genre, the "golden age" of the setting, and Leonardo [=DaVinci's=] ''sfumato'' style.
228** In what seems to be a subtle, but possibly unintentional TakeThat, the developers claim they intentionally tried to avoid using purple anywhere in the game. Purple is considered by series fans to be the signature color of ''VideoGame/DeusExInvisibleWar''.
229** The game's designers seem to have [[LampshadeHanging lampshaded]] this - All the cans of paint you see in this game are yellow and red. The [[DVDCommentary Director's Cut commentary]] confirms that this was indeed a DevelopmentGag, joking to themselves that the gold coloring was only painted on and the cans got left everywhere.
230* DestroyTheSecurityCamera: Big Bro security cameras can be temporarily disabled with a shot from a stun gun or an electromagnetic pulse, but actually shooting them will instantly raise the alarm.
231* DeusAngstMachina: If you thoroughly explore Adam's apartment you'll discover that he had a whole slew of bad news to cope with when he woke up after the attack: His love interest and most of his coworkers had been brutally murdered, he'd been turned into a walking murder machine without his consent, and -- to put the icing on the cake -- while he was out, someone had [[DeadPetSketch euthanized his dog]] when they thought he might never wake up from the surgery. His earlier life was no bed of roses, either. If you look to the right of the TV/stash, you'll find an old photograph of a young couple, ostensibly Mr. and Mrs. Jensen, and a newer photograph of a young man in military clothing who is not Adam. Underneath these photos is a small table holding two urns.
232* DevelopersForesight: [[DevelopersForesight/DeusEx Has its own page.]]
233* DialogueTree: Used during conversations to obtain more info on certain subjects, or to try and persuade certain [=NPC=]s to help you out during missions and sidequests.
234* DidNotGetTheGirl: Adam's RoaringRampageOfRevenge-turned-RoaringRampageOfRescue does not lead to him and Megan getting back together. In fact, ''[[VideoGame/DeusExMankindDivided Mankind Divided]]'' suggests that Megan has pretty much written all of her Sarif Industries colleagues out of her life.
235* DiegeticInterface: Jensen doesn't have a HUD until he gets augmented. It's listed as one of his augmentations.
236* DiegeticSoundtrackUsage:
237** There's a bum in Detroit who whistles the opening theme to the first game.
238** There are multiple radios in the game which play different songs from VideoGame/DeusEx.
239** After [[spoiler: TheStinger]], [[https://youtu.be/Wf21Dl1vNvg the original game's title theme will play]].
240** There's another rendition of the original's title theme late in the game, from a ''gramophone''.
241* DigitalPiracyIsEvil: While the developers likely weren't thrilled about the Xbox version being leaked a week early, this was pleasantly averted by the creators and publishers when an unfinished preview build containing the first area was leaked online. Even on the game's official forums, discussion of the leak was permitted. It likely would have been a different story had the reception not been broadly positive, mind you.
242* DirtyCop:
243** Detective Chet Wagner was never a model policeman to begin with, hacking his office email suggests that he takes bribes, and his unreliability [[spoiler: proves useful to the conspirators, as he is assigned to the Sarif Industries Attack Investigation and, predictably, botches it horribly.]]
244** Even worse is Detective Jack O'Malley, who [[spoiler: is working to start a war between Detroit's two biggest street gangs on behalf of FEMA]].
245* DirtyHarriet: Jenny Alexander, one of Adam's old work partners in the police, is working undercover in the oldest profession on the streets of Detroit.
246* DiscOneNuke:
247** Fully upgrading the Typhoon aug early in the game turns the battles against the three Tyrants into a cakewalk.
248** The armour-piercing upgrade for the pistol. It can be obtained very easily, very early in the game.
249* DisproportionateRetribution: Throw a cardboard box or a basketball at somebody, and everybody nearby will try to kill you. Though it probably hurts more coming from a guy with robotic arms.
250* DividedStatesOfAmerica:
251** Not yet happened, but the country is pretty close to it. There are rumblings of secession in some states such as Utah, setting up the scene for the Northwest War.
252** If you listen to the conversation between two [=NPC=]s in the lobby at Sarif, you'll hear one of them mention the Texas Secession. More detail on that was given [[http://eidosmontreal.tumblr.com/post/18382748557/in-the-sarif-industries-lobby-after-the-milwaukee here.]]
253* DoesNotKnowHisOwnStrength: The trailer shows Adam picking up a glass of whiskey that slowly cracks as he holds it.
254* DoorToBefore: After you defeat the first boss, there is an elevator that leads directly back to the helipad you arrived on.
255* DoubleEntendre: The description for the "Balls" achievement: "Seems you like playing with balls, eh?"
256* TheDragon: [[spoiler: Fedorava to Namir.]] Also, depending on how you view [[spoiler: Sarif industries]] and [[spoiler: choose to play Adam, Adam himself to David Sarif.]]
257* DrivenToSuicide: Inside one of the rooms in the Hengsha Court Gardens, you'll find plenty of evidence that suggests the resident was definitely considering it, if they hadn't already done it. You find blood stains on the floor and wall right inside the door, a bottle of bleach next to a pizza box on the coffee table, a bottle of pills spilled over the floor near the bed, and a toaster inside the bathtub.
258* DungeonShop: Jensen has several encounters with people willing to sell him equipment in what is arguably enemy territory.
259** The nurse at the besieged LIMB clinic in Panchaea allows Jensen to purchase upgrades and equipment, explaining that she can't simply give him what he needs because the inventory is entirely computerized.
260** The gang members hanging around on the outskirts of the FEMA camp offer to sell Jensen weapons and ammo, though they are at least in an area where no enemies patrol.
261** In ''The Missing Link'', Garvin Quinn has set up a black market operation in the ''middle'' of a Belltower base/detention camp.
262** Averted by the black marketeers in the Alice Garden Pods, who disappear[[hottip:*:and ultimately set up shop elsewhere]] when Belltower stages its raid.
263* DynamicEntry: Jensen can easily pull one off with the Icarus Landing System. It allows him to jump at any height and survive the fall cushioned by an electric yellow glow. Hitting the trigger button allows him to make a shockwave on landing, knocking down anyone in the immediate vicinity. Just be careful not to land ''directly'' on anyone or you will outright kill them.
264** There are several areas of the game clearly designed with this in mind: the Belltower guards outside The Hive with a handy accessible rooftop above, the four Tai Yong Medical soldiers standing under the only part of the gallery with no handrail in the Alice Garden Pods and there are three workers standing at the bottom of a very deep, wide shaft in Panchaea. There's a ladder at the Belltower docks that leads up to the rooftop of the warehouse, which has nothing up there at all save a glass skylight that you can shoot out, allowing you to drop in on the middle of the mooks to re-enact Batman.
265** Busting through a wall can also have this effect, such as in an early Detroit sidequest, where doing so results in Adam following through by snapping the neck of the guy on guard.
266** A group of Tai Yong commandos simultaneously use Icarus systems when they come for [[spoiler:Windmill]]. It looks ''awesome''.
267* EarlyBirdCameo: Bob Page appears in the first few minutes of the game, talking to TheOmniscientCouncilOfVagueness - then vanishes, never to be seen again til a brief scene after the end credits. [[spoiler: Bob is heard talking to [[AncientConspiracy Morgan (Everett)]] about how they can [[ShaggyDogStory manage anything in time]] before ending the call and meeting Dr. Reed and talking with her about the development of a hybrid nanite-virus, most likely either the original Deus Ex' Gray Death plague or the project that developed the Dentons.]] Video of the post-credits stinger [[https://youtu.be/Wf21Dl1vNvg available here]].
268** Page Industries supplies some of the best lab equipment used by Sarif Industries, apparently.
269** In "The Missing Link" DLC, one of the scientists on the Rifleman Base is a young [[spoiler: Gary Savage.]]
270* EarnYourHappyEnding: [[spoiler: Malik]] can easily [[spoiler: die]], but you can prevent it if you work your ass off.
271** Extra happiness points if you still maintain a PacifistRun in the process. Using the tranquilizer gun will require a lot of practice, but the tranq dart is always a [[OneHitKill One Hit Knockout]]. You can snipe them from your starting position and take out the heavy rifles and snipers fairly early on, buying a little bit of time for Malik. Gas grenades can take out some of the soldiers in the right-side building, and the Icarus Landing System is good for stunning stragglers on the ground nearby.
272** Doing a CQC run makes this laughably easy, provided you have a gas grenade or two to take out the snipers. This is because, unlike the tranquilizer, if a tazer or a non-lethal takedown connects with the Ogre soldiers they go down instantly, buying you ''much'' more time than trying to snipe everyone does. Couple this with the fact that all the soldiers are aggro'd on [[spoiler: Malik]] and you can literally sprint around the map zapping everyone and punching them in the face like you're [[Franchise/MassEffect Thane Krios]] without any danger at all.
273** Significantly more difficult is maintaining a Pacifist ''Stealth'' run, which is ''still possible'', but is basically the only reason to upgrade your battery capacity: if you activate the [=GlassShield=] cloaking system, you can run around and take out the troops with takedowns and the stun gun or gas grenades as before. However, because the takedowns draw a full battery, and the cloaking system is ''the biggest'' drain on your battery power, you have to also have a lot of battery recharging items, in addition to making sure that your battery doesn't get too low and shut off your cloaking system prematurely. ''If'' you can pull it off (and that's a '''big''' if), you will absolutely feel like a cybernetic god of war.
274* EasterEgg: Some Sarif containers have barcodes on them. If you have a smartphone with a barcode reader and use it to scan them, you are linked to the Sarif Industries website.
275* ElaborateUndergroundBase: The FEMA facility in Detroit.
276* EleventhHourSuperpower: The plasma rifle, which is acquired just before the VeryDefinitelyFinalDungeon. Especially jarring because the moment you get it, you also stop fighting the mooks you were used to fighting and face enemies which behave much different instead.
277* EliteMooks: The [[spoiler:Belltower]] Spec-Ops teams.
278* ElectronicEyes: Adam has a pair, which he frequently hides behind retractable sunglasses built into his skull.
279* EmergencyTransformation: Adam gets augmented by his employers because it was the only way to save his life after he was injured. Sarif used the opportunity to do some non-emergency transformations as well, such as replacing undamaged limbs with augmented versions.
280* EnemyMine: If you let Zeke Sanders escape from the Milwaukee plant, [[spoiler: he later shows up and gives you the codes to the computers in the FEMA facility]]. Of course, there's nothing to stop you from [[spoiler: gunning down Zeke and his goons the moment you get the codes]]. Considering that one of them will outright ''gloat'' that he [[spoiler: set up the gas bomb that killed the captive workers]], it's hard ''not'' to.
281** Not to mention that on [[spoiler: the second visit to Detroit, he will attempt to kill you again.]]
282** A more minor example: listening in on coincidental conversations, it seems that both left-wingers and right-wingers have joined forces in opposition to augmentation, The Left is opposed to the fact that augmentations further widen the rift between rich and poor, while the Right believes that the human body should not be tampered with.
283* EnemyScan: As featured in one of the CGI trailers, an augmentation allows Adam to scan nearby enemies for weaponry and vulnerabilities. Sadly, it didn't make it into the game proper.
284** The Smart Vision aug, fully upgraded, doesn't include the weapon scan part but DOES allow you to see (and mark, with the Mark and Track aug) track enemies through walls.
285** The "scan for weaponry" function is present in VideoGame/DeusExMankindDivided's version of Smart Vision.
286* EngineeredPublicConfession: Malik does this to the man who murdered her friend, recording his conversation with Adam and then playing it over the Hive's loudspeakers.
287** Threatening to do this to [[spoiler: Taggart]] by exposing [[spoiler: Isaias' link to the Tyrants]] can convince him to talk.
288* EqualOpportunityEvil: An email found in ''The Missing Link'' shows that [[ArmiesAreEvil Belltower]] employs and is even willing to accommodate a very diverse set of faiths; from Christianity, Islam and Judaism to neopaganism and even a renewed variant of the ancient Egyptian faith. The Tyrants are an outright MultiNationalTeam and included an Israeli, several Americans, an African-Russian, a German, and an Englishman.
289* EveryCarIsAPinto: Fill up a car with enough bullets, and they explode, which makes them pretty lousy for cover if you get in a firefight on the streets.
290* EverybodySmokes: A lot of [=NPC=]s can be seen lighting up cigarettes. In the prologue video, the first thing we see [[spoiler:Bob Page]] doing is lighting a cigarette. Jensen smokes as well, but only ''after'' he gets augmented: his Sentinel Health System immediately repairs any damage the tobacco smoke would do, so he uses it to try to relax.
291* EverybodyWasKungFuFighting: One of the dual-target melee takedown animations has both of Jensen's targets trying to punch or roundhouse-kick him before he takes them out. This gets very amusing if they happened to be, for example, street prostitutes, bums or civilian office workers.
292* EvilInc: The game mostly centers around two corporations. Sarif Industries, the protagonist's employer, is a generally benign, if not exactly benevolent, company that treats its employees well and just wants to make an honest buck bringing augmentation technology to the world. Tai Yong Medical, on the other hand, plays this trope for all it's worth. Its CEO cares for nothing but profit, outright demanding that employees use untested and even defective materials in its augmentation products in order to meet profit and schedule goals, engaging in hostile takeovers and corporate espionage to eliminate competition, [[spoiler:producing "upgrades" that allow her to shut off augmented people or drive them insane, and even planning to merge with the Hyron Project]].
293* EvilPaysBetter: Averted. In fact, a pacifist stealth run with knocking every enemy out with non-lethal takedowns and hacking everything in sight is far, far more rewarding in terms of experience than it is to shoot up the place. To clarify: Downing an enemy is 10 points. Headshots are another 10 points, nonlethal downs are 20 extra points, and melee takedowns are 20 extra points. So killing an enemy is 10 points (20 with a headshot). Shooting someone with a tranquilizer dart/stun gun is 30 points (40 with headshot). Non-lethal takedowns are 50 points, and non-lethal double takedowns are 125 points.
294** Also, a pacifist stealth run will usually give you more money, due to collecting and selling lethal weapons and ammunition, and less need to buy ammunition. The only real benefit of a lethal run is the ability to clean out a room faster.
295** Also, it appears that in the world of ''Deux Ex'', Evil ''does'' pay better. A running gag of the game is people wondering why a cybernetic corporate superspy has to pay for his own gear and is still receiving the same security officer's salary.
296* EvolutionaryRetCon: This game, more than 10 years since the original ''VideoGame/DeusEx'', has mechanical augmentations that are significantly more advanced and useful than the un-lifelike ones in ''Deus Ex''. The excuse is that this is right before a great collapse which occurs prior to the beginning of ''Deus Ex'' and before the rise of nano augmentations.
297* ExperiencePoints: Used to collect Praxis points, which are used to activate augmentations. The [[JustifiedTrope in-game justification]] is that the extent of Adam's augmentation surgery was such that only the most basic augments were turned on (movement, etc) when he awoke, while others would slowly but surely turn on over time. [[GameplayAndStoryIntegration Which is exactly what they do.]][[note]]Specifically, his brain has to figure out how to work with his new mechanical interface, and figure out how to communicate with arms, legs, hands, feet, and so on that are not his. The more experience his brain gets with that mechanical interface, the more features he'll be able to access, similar to learning how to crawl before learning how to walk. Or at a more basic level, learning how to sit up before learning how to stand[[/note]] Not shown (except in trailers) is the six months he spent learning to use his new augmentations for the basics, like movement and fine motor control, though there's evidence of it all over his apartment.
298* ExploitedImmunity: Some of the upgrades allow Jensen to do this (for example, being immune to poison gas allows you to simply set off traps or drop gas bombs and let {{mook}}s suffocate).
299* ExpospeakGag: One email in the Omega Ranch discusses the practice of staff using expensive lab equipment as makeshift chairs:
300-->If you must insist on using a non-sanctioned sitting apparatus, please consider the tensile strength of materials present in the object in question in comparison to your own mass volumetric density.\
301\
302In other words, stop breaking shit with your fat asses.\
303XOXO\
304The Management
305* {{Expy}}: Adam Jensen has a lot in common with original protagonist JC Denton (i.e. BadassLongcoat, DeadpanSnarker, gravely voice, CoolShades, technological augmentation, etc.). It's even been pointed out by certain fans that "Adam Jensen" sounds like a phonetic inversion of "JC Denton." [[spoiler: Move onto GenerationXerox in the after credit ending which reveal that the Denton genetic code came from him. Paul inherits his beard while JC inherits his other attributes. They both even work with a Tong and a stalking AI too.]]
306** Several characters in the game have similar roles to those in the first game, such as:
307*** Pritchard and Alex Jacobson serve as a VoiceWithAnInternetConnection geek.
308*** Barrett and Federova serve as HugeGuyTinyGirl bosses, like Gunther Hermann and Anna Navarre. Namir is this game's Walton Simons, a heavily augmented foe who sees a lot in common between himself and Adam.
309*** Malik serves as the helicopter AcePilot who carries the player alongside the world and provides some highlights about the setting, like Jock. [[spoiler: They both can die without player intervention]].
310*** Tong Si Hung starts as an InscrutableOriental who speaks in a philosophical way but turns out to be rather affable and is neck-deep with the Triads, just like Tracer Tong. [[spoiler: Subtle hints in-game and one of the DLC reveal they're father and son]].
311*** Zhao Yun Ru, who despite having different career than [[spoiler: [[VideoGame/DeusEx Maggie Chow]]]] has the same DragonLady attribute and even [[spoiler: has a boss fight in big room]]. She also shares some traits with [[spoiler: [[VideoGame/DeusEx Bob Page]]]] as both are high-ranking members of TheConspiracy, are willing to [[spoiler:bind themselves to a super-powered computer to achieve their goals (Hyron / Helios)]] and want to TakeOverTheWorld (Zhao only wants to rule the augmentation market, though). [[spoiler: Amusingly you can also kill both of them before their boss fight if you have the correct equipment.]]
312*** Eliza shares some common traits with [[spoiler: [[VideoGame/DeusExInvisibleWar NG resonance]] and [[VideoGame/DeusEx Daedalus, Icarus and Helios]], as she's on Adam's side but bound by her programming to help the conspirators.]]
313** Both Denton and Jensen [[spoiler: learn that they are not natural children of their assumed parents and both are results of advanced genetic engineering, although JC and Paul long suspected it, while Adam happens upon the info]].
314** Pritchard is quite similar to another [[VideoGame/MetalGearSolid anime-loving socially awkward tech support character aiding a reluctant soldier against a global conspiracy.]] He even has the handle "nucl3arsnake".
315* EyepatchOfPower: Zeke Sanders, leader of the Purity First terrorists in the first mission, has one. He used to have an augmented eye, but he took it out after rejecting augmentations.
316* FacepalmOfDoom: Adam's NeckSnap lethal takedown involves grabbing someone by the face.
317* FantasticRacism: Between augmented and un-augmented people.
318* FantasticSlurs: "Hanzer" (en'''hance'''d human) or "cog" (cyberneti'''c aug'''mentation) for augmented people. You also have "robot", "chrome", and all sorts of others.
319* FaceHeelTurn: [[spoiler:If you don't skip the credits, the post-credits scene reveals that Megan Reed is now working for Majestic 12.]]
320** [[spoiler:However, it's ambiguous whether she is aware of Bob Page's true affiliation.]]
321* FacelessGoons: All Belltower commandos and most regular soldiers wear either full-face helmets or balaclavas. Bonus points for helmets with opaque face covers that make this trope even more literal.
322* FairCop: One of the questgivers in Detroit is Jenny Alexander, a policewoman working undercover as a streetwalker, and a former colleague of Jensen's. She is extremely easy on the eyes.
323* FakeDifficulty: ''The Missing Link'' DLC is only as difficult as it is because it arbitrarily removes all the augmentations that you've unlocked by that point, forcing you to level-up and unlock them all over again. It's especially noticeable in the "Director's Cut" edition, where - just as arbitrarily - you get enough Praxis Kits at the end to bring you back up to the level you were before the ''Missing Link'' mission.
324* FamilyThemeNaming: Isaiah and Ezekiel Sandoval, both named after Biblical prophets.
325* FashionsNeverChange: Averted, it's only 20 years into the future and fashion has distinctly moved on. Clothing is much "busier", with lots of tailoring, extra decorations, and high collars, to complement the neo-baroque decor.
326** Played straight with men's suits, the few times anyone is wearing one they still seem to be following the style of the past 100 years.
327** Also played straight with the common citizens. The original intent of the game was to have pro-augs dress like Renaissance, while anti-augs would dress more like the present day, but this was eventually toned down.
328* FemmeFatale: Fedorova, as well as Zhao Yun Ru, [[spoiler: up until she merges with Hyron]].
329* FictionalDisability: The inventor of cybernetics, Hugh Darrow, has a rare condition that causes his body to reject any cybernetics altogether (most people's bodies reject them to some degree, but this can be [[PhlebotinumPills controlled with medication]]). This means that he must walk with a cane. [[spoiler: His bitterness over this is why he takes part in the EvilPlan to turn the public against cybernetics.]]
330* FinalBossPreview: The opening stage shows you glimpses of the Tyrants in action (mostly through bulletproof glass windows, so you cannot attack each other). Barrett uses his ArmCannon to blow away a few helpless scientists, Federova [[AirVentPassageway leaps into an air vent]] and cloaks herself to kill a facility worker, and Namir beats Jensen within an inch of his life.
331* FlushingEdgeInteractivity: Played straight, setting the player up for disappointment upon discovering that vending machines cannot be interacted with, other than certain ones which can be lifted and thrown (as a weapon or to reveal hidden vents) when Adam has the correct strength augmentation installed.
332* ForegoneConclusion:
333** Since it's a prequel, you had to expect ''Human Revolution'' to end with a [[DownerEnding downer]], or at least in a [[BittersweetEnding bittersweet way]] for its characters. [[spoiler: Despite Jensen's efforts and sacrifices, none of his [[MultipleEndings ending choices]] will change the fact that ''VideoGame/DeusEx'' will happen. Majestic-12 will split from the weakened Illuminati (who have failed to reign in control of the private sector) and the plan for world domination will change from biochip mind control to an engineered global pandemic.]]
334** [[spoiler: In fact, despite the multiple endings, facets of all of them canonically occur. UNATCO is formed in reaction to all of the terrorist violence that occurs and is mentioned throughout the game, aug related or not. Corporations become extremely deregulated, which is why Versalife is able to have such a sizable stranglehold on Ambrosia production in the first game, among other advantages, and due to the obvious vulnerabilities of aug killswitches as demonstrated by Darrow, the Illuminati uses the Gray Death as a replacement control scheme.]]
335** [[spoiler: Interestingly, with the reveal of ''VideoGame/DeusExMankindDivided'', the next sequel set almost directly after this game, it is revealed that ''none'' of the endings presented in this game are canon, further enforcing this trope.]]
336* {{Foreshadowing}}:
337** [[spoiler:Not only is Megan last seen being knocked unconscious and carried off (rather than killed), but her advances in research make her more useful alive.]]
338** [[spoiler:The Patient X file can be compared with information on Adam in the Detroit LIMB Clinic, and it even mentions that both were adopted at age 5. Additionally: part of the patient code is '''AJ'''; Megan is antsy if Jensen reads her reports and emails on the patient (during the intro); and during the second Detroit visit, Hugh Darrow's computer briefly shows a patient file with Jensen's photograph.]]
339** [[spoiler:Picus TV, normally a strongly anti-augmentation media brand, is supportive of Hugh Darrow's Panchaea. Additionally, a couple in Detroit discusses how Eliza Cassan is probably just a puppet. Finally, one of the notes you can find in the Picus offices shortly before meeting Eliza is from someone in marketing who's arranged for Eliza to wear clothes supplied by a sponsor on an upcoming broadcast, but is having trouble meeting her to get her measurements so the clothes can be properly fitted.]]
340** "Clinics" and "recall" are mentioned between mysterious individuals in the very first cutscene. In the Tai Yong Medical HQ, [[spoiler:there are also several e-mails and conversations mentioning how odd their new biochip project is, and how third parties keep interfering with it.]]
341** In the Missing Link DLC, you may notice [[spoiler:that almost all of the people Belltower kidnaps are women, and in their detention facility all but one of the prisoners are female. Additionally, Zhao Yun Ru has one of the suits the Hyron women wear on display in her penthouse showing how it is all connected.]]
342** If you're paying attention while first infiltrating Derelict Row, you may overhear two bangers talking about how [[spoiler:some Irish guy is supplying them with enough weapons for a small army]]. Cue the sidequest about [[spoiler: a crooked cop named O'Malley running guns to gangs at the direction of FEMA, to provoke incidents they can take advantage of.]]
343** During the intro showing the conspirators discussing their plans, one of them [[spoiler:refers to Sarif as "David" instead only saying "Sarif" or "David Sarif"]] indicating that [[spoiler:he knows Sarif personally]]. When Jensen first meets [[spoiler:Hugh Darrow at Sarif HQ, Darrow refers to Sarif the same way]].
344* ForgottenFallenFriend:
345** Sarif Industries has a memorial to the five named scientists on Megan's team who were killed during the attack in the prologue. The dozen or so generic scientists who died in the same attack are never mentioned again.
346** [[spoiler: Aside from a small conversation with Pritchard, Malik is never mentioned again after she is killed. ''If'' she is killed.]]
347* FourPhilosophyEnsemble: The endings represent this. [[spoiler:Hugh Darrow]] is the Cynic, believing that [[spoiler:augmentation technology is too dangerous to be allowed to continue and advocates its complete destruction]]. [[spoiler:William Taggart]] is the Realist, believing that [[spoiler:although augmentation technology can be useful in the right hands, it needs to be regulated in order to flourish]]. [[spoiler:David Sarif]] is the Idealist, believing that [[spoiler:augmentation technology is the next step towards TheSingularity, and to block its research would be tantamount to blocking human evolution itself]]. [[spoiler:Eliza Cassan]] is the Apathetic, willing to [[spoiler:go along with whatever the player decides, although her own suggestion is to simply let humanity decide its own fate]]. And finally, Adam Jensen, being the WildCard PlayerCharacter, is naturally the Conflicted.
348* FriendsRentControl: All over the place. Adam's apartment has a huge amount of open space. Justified by an email explaining that his tenancy there was arranged for by Sarif Industries, with a year's worth of rent paid in advance. Other apartments around Detroit are smaller, but often still pretty spacious. The exception is in Heng Sha, where most apartments are slightly smaller than the ones in Detroit, and the Alice Garden Pods, where tenants get a single cubbyhole bed and communal washroom facilities.
349* FunWithAcronyms:
350** One of the preorder bonuses is the '''U'''tility '''R'''emote '''D'''etonated '''E'''xplosive '''D'''evice, or '''UR-DED''' for short.
351** There's also the Longsword '''E'''xtreme '''R'''ange '''S'''niper '''R'''ifle ("Eraser").
352** '''L'''iberty '''i'''n '''M'''ind and '''B'''ody, anyone?
353* FutureCopter: The Sarif Industries owned [=VTOL=] that Malik pilots. In both aesthetic and operation, it strongly resembles a (theoretical) jet-powered version of the [[https://en.wikipedia.org/wiki/Bell_Boeing_V-22_Osprey V-22 Osprey]] tiltrotor, which is itself a RealLife example of this trope and has recently entered service with the United States Air Force and Marine Corps.
354[[/folder]]
355
356[[folder:G - L]]
357* GaiasLament: In progress. A few characters will mention how global warming is starting to tear the world apart, and how huge projects are currently being undergone to help with flooding. Said projects have a lot of demand for labor, fueling a job boom, but at the same time they are quite dangerous, so augmented individuals have a great deal of competitive advantage in getting them. This is part of what fuels some of the populist anti-augmentation sentiment. Hugh Darrows mentions that his Panchaea project would directly fix the high amounts of carbon dioxide in the atmosphere. One of the random [=NPC=]s in Detroit wonders why people are still talking about saving the environment, since they've been talking about it for decades, and it was apparently already too late back then.
358* GambitPileup: There is no consistent BigBad; everything is the result of various powerful people thinking that they can somehow put their goals ahead of everyone else's as they pretend to cooperate with each other.
359* GameBreakingBug:
360** For those doing a PacifistRun, using the Tranquilizer Rifle or Stun Gun will seemingly sometimes kill the target thanks to a rare bug. In truth, while the bug does exist, it's just visual. The enemies are not really killed, but they show the "dead" icon as opposed to the "K.O." one. It doesn't directly harm the PacifistRun, but it might do it indirectly if players, say, only notice the icon after performing a save, so they start just killing enemies in the belief that their PacifistRun is ruined.
361** In the Director's Cut, if you are trying to get the Trophy/Achievement for never being seen, always reload ''previous'' auto-save instead of ''latest'' auto-save (or always reload manual saves, but this requires frequent saving) if you are spotted. For whatever reason, the system that tracks this particular challenge doesn't reset if you load the most recent autosave, and still thinks the challenge is voided.
362** The PC Version of the Director's Cut tends to crash frequently.
363* GangBangers: Human Revolution shows two rival Detroit gangs, the Motor City Bangers (pro-augmentation) and the Derelict Row Ballers (anti-augmentation). There are also the Hengsha-based Harvesters who have a reputation for, well, ''harvesting'' augmentations from their victims.
364* GatlingGood: The Heavy Rifle.
365* GiantMook: The Spec-Ops Ogres encountered as key points of the game are, quite simply, massive brutes. Though they can be disposed of with the hand-to-hand takedowns, they are a head taller than [[TallDarkAndSnarky Jensen]], significantly wider, clad in armor plating, have their own Typhoon implants, and invariably carry heavy machine guns that can put most [=SAWs=] to shame. And even if you manage to slip a tranquilizer between their armor, they take for-flipping-ever to go down.
366* GlassCannon: The Give Me Deus Ex difficulty effectively turns Adam into one. While he's lethally proficient with any weapon and can effortlessly wipe out most enemies with takedowns and the Typhoon aug, he is unable to survive anything more than a few seconds of gunfire.
367* GlobalCurrency: Credits, once again.
368* GoingThroughTheMotions: There are only three or four gestures accessible to most [=NPC=]s. It starts to look a bit uncanny after a while. Female [=NPC=]s in particular only seem to have two animations, and all males will end up doing a very distinctive "hand-in-front-of-face" wave at least once during a conversation.
369* GotTheWholeWorldInMyHand: [[spoiler:Revealed to be the symbol for the entire Illuminati before MJ-12 appropriated it.]] One of the random employee emails at the facility where this is found comments how a massive waste of money it is to have, and how it reached [[Franchise/JamesBond "Bond Villain"]] levels of design. Another worker mentions that he has to admit, it looks cool.
370* GoryDiscretionShot: The hacker's death and [[spoiler: Isaias Sandoval's suicide, should you fail to prevent it.]]
371* GovernmentConspiracy: Naturally, in a ''Deus Ex'' game. [[spoiler: Joseph Manderley is covering up specific details about the first attack against Sarif Industries.]]
372* GovernmentExploitedCrisis: As with in the previous game, the Federal Emergency Management Agency (FEMA) is used by the Illuminati to assert control over the United States. Jensen infiltrates a covert FEMA detention facility in Highland Park, which is used to illegally imprison thousands of civilian dissidents.
373* GreyAndGrayMorality: You can find hints of this literally within five steps of the game turning control of Adam over to you. As the game progresses, the decisions you have to make only get harder - by the end of it you are presented with three options that will profoundly influence the future of humanity (although it is revealed in [[spoiler: the post-credit sequence that all of the endings will inevitably lead to the first game.]]), all of them offered by people who have done highly questionable, if not outright evil things over the course of the story, and the hell of it is they all have a pretty good case for why you should side with them. [[spoiler: And then there's the fourth option, which takes the decision out of everyone's hands.]]
374* GridInventory: An inventory system much like the original is used. Unlike the original though, weapons like the pistol and assault rifle take up more space, ammo is kept in the main inventory instead of hyperspace, and grenades aren't stackable.
375* TheGuardsMustBeCrazy: While guards tend to be paranoid about sound, they have fixed patrol routes and ''never'' break them, unless they spot or hear something strange. They usually spend more time investigating their knocked out or dead colleagues or holes in walls but will eventually conclude that you must have left the area. You can even get an upgrade that shows you exactly when this is going to happen. The strangest thing is that the guards only react to actions. They will never see anything wrong with a stack of boxes that randomly appears on their patrol route or a fridge standing in the middle of the room when it should be in the kitchen. They never notice when a camera, a turret, or a robot stop working, when you shut them down via a security terminal. And, of course, they fail to see anything weird about another guard disappearing from his post.
376** If you walk from a restricted area into an unrestricted one in front of a guard, and get out before they turn hostile, they will draw their weapon... and then walk right past you to go search the restricted area for that guy they saw creeping around. Easily visible in the Hive - there's a guard stationed in front of one of the basement exits who will do this every single time you walk out and never catch on. Just don't walk ''in'' that way!
377** A particularly suspension-of-disbelief-breaking example of guards being ignorant of their surroundings is when a highly-touted and elaborate LaserHallway guarding a particularly important location is turned offline by the player. The group of guards stationed explicitly to observe it and being able to see the whole thing clearly through a window... they just do absolutely nothing about it.
378* GuideDangIt:
379** How do you kill Barrett if you went the stealth/hack/pacifist route? Like [[http://youtu.be/hVe2Jlq4FiE this]] - and how in the world are people supposed to figure ''that'' out? To be fair, that's simply the fast way to do it. Using non-lethal weaponry of any kind will eventually take him down.
380** May include a bit of Foreshadowing, as when Jensen is first attacked by Namir in the introduction, Megan will throw a barrel filled with some caustic substance at him -- one could assume that some of the barrels would have the same contents.
381** The second boss fight, though tough, still comes down to shooting your enemy until she dies. This fight involves elements that are never previously foreshadowed, and [[spoiler: the aug that protects against electricity can alleviate most of the difficulty by itself. Good luck if you enter the fight without it or any spare Praxis points.]]
382** The secret achievement "Lucky Guess" requires you to unlock a keypad by inputting an ''unattainable code''. [[spoiler:The panel in question is the bomb in the "Smash The State" sidequest and the code is "[[ThePasswordIsAlwaysSwordfish 0000]]".]]
383* GuileHero: An available option in the game is to upgrade "Social" points for the option to gain information and etc. via talking to people. A few trailers even show Adam talking a man out of killing a civilian.
384* HackerCave:
385** Prichard's office in the Sarif HQ tech lab, which includes among other things a partially disassembled motorcycle and an enigmatic arch built entirely out of old bulky CRT monitors.
386** Van Bruggen's apartment has one, in a hidden room behind a false-wall. [[spoiler: Also in his setup at the Alice Garden Pods, where he has rack-mounted hardware set up in the bed cubbies.]]
387* HackingMinigame: It's played as a sort of risk/reward system on a lattice; moving forward through nodes has a chance of you tripping an alarm and getting traced, but there are also storage cubes with money, experience points, or hacking software on the side that you can access if you don't mind the extra risk. If you do trip an alarm flag, it becomes a race against time against the computer.
388* HandCannon: The revolver becomes a more literal example when upgraded to fire exploding ammunition.
389* HeavilyArmoredMook: Belltower Heavies and Spec-Ops Ogres.
390* TheHeroDies: [[spoiler:In one of the possible endings. The sequel retcons this, but at the same time, it hints that the Adam in that game might be a clone and not the one in ''Human Revolution''.]]
391* HellishCopter: On the return trip to Hengsha, [[spoiler:Malik's bird is shot down by an EMP missile. Jensen jumps clear of the wreck while Malik scrambles to repair the aircraft so she can escape the area]]. What happens next is up to the player.
392* HeroicSacrifice: You can let [[spoiler:Malik]] do this after [[spoiler:her VTOL is shot down in Hengsha]], to allow you to escape undetected. Or you can be a {{Big Damn Hero|es}} and [[spoiler:kill/incapacitate everyone attacking her, including an air-dropped box guard robot, allowing her to repair the engines and take off unharmed, picking up the scientists you rescue later on in Singapore.]]
393* HeyYouHaymaker: Adam will sometimes execute one of these as a non-lethal melee takedown, assuming that he engages an unaware target from behind.
394* HiddenInPlainSight:
395** Namir is hidden in Singapore [[spoiler:Amongst the holograms of human anatomy, simply posing like they are.]]
396** The combinations to the storage pods in Hengsha across from the Alice Garden Pod Hotel are graffitied on the walls next to each pod - the underlined numbers are the passwords to each locker. The creators mention in the ''Director's Cut'' that most of the staff ''didn't even realize this''.
397* HighTechHexagons: Adam Jensen has a hexagon embedded in his forehead with a little logo in it.
398* HighVoltageDeath: Electrified water is an occasional hazard in this game. It does gradual damage but it can still kill you if you're not paying attention. Although you can get an augmentation that renders you immune.
399* {{Hologram}}: Used frequently by powerful people who don't want to bother with phone calls. Unusually for sci-fi, these holograms have ''very'' high quality, to the point where on their first encounter with one most players will say, "Hey, there's two people in Sarif's office - wait, did that other guy ''teleport'' out or something?"
400** Topping the list is [[spoiler:Eliza Cassan, who is actually an AI; whenever anybody sees her, it's a hologram]].
401* HolographicTerminal: Used by [[spoiler:Bob Page]] in the introductory cutscene, complete with HardLight keyboard. Also, most other computers seem to have holographic monitors.
402** A holographic globe can be seen in David Sarif's office early in the game and a large holographic moon can be found in the Picus Headquarters.
403* HollywoodHacking: Played straight with the hacking minigame, but it could be interpreted as just a visualization, with Adam's hacking aug is doing all the hard work for him.
404* HollywoodSilencer: Played straight in [[https://youtu.be/e-DwoCkpBFA this trailer]]. Sort of used in the game itself; the silenced pistol is noisier than most versions of this trope, but it's not loud enough to be heard in a nearby room.
405* HumanResources: The Harvester gang likes to kidnap people with augmentations and cut them out to either sell or install in themselves. Not a very nice group of people, all things considered. Which makes their frequent friendly-sounding compliments on your augmentations ''really'' creepy.
406** This is also what powers the [[spoiler: Hyron project.]]
407* HyperactiveMetabolism: Reversed from the norm, in that [[BoozeBasedBuff alcohol provides health]], while Cyberboost energy bars provide additional power for Adam's augmentations. Notably, Adam can apparently consume full bottles of vodka, boxes of candy bars, and ''entire jugs of whey protein'' in the time it takes to enter and exit the inventory menu. {{Justified|Trope}} in this case, as Adam's digestive system is augmented to break down ingested chemical fuel (carbohydrates and proteins) to charge the energy cells powering his augmentations, processing them in a fraction of the time it would take a natural digestive system to break them down.
408* HyperspaceArsenal: Adam has enough space for multiple weapons and their ammo, or 290 energy bars.
409** You can upgrade your inventory by increasing your arm strength, though this still leaves the question of where you're storing everything.
410** It's even recursive - within the inventory, the weapons themselves take up the same number of inventory spaces whether unmodified or carrying every possible upgrade.[[note]]Upgrades take up 2-6 inventory squares when not installed.[[/note]] This applies even to upgrades like silencers, which add 50 to 100% to the weapon's length "on screen."
411** It gets to hilarious levels with the machine pistol and the Silencer Upgrade; the Silencer is almost as long as the body of the pistol, so when you upgrade it Jenson folds in the stock to preserve the amount of space. Thing is, he never thinks to do this before to make room, only when you apply the silencer.
412* HypocriticalHumor: Anonymous X goes on a tirade about how Hengsha has been corrupted by money-grubbing Westerners. He proceeds to charge you an absurd amount of money for information that is vital to solving a murder. You can call him out on this.
413* IcarusAllusion: The game is fueled entirely by allusions to the Icarus myth and the colour yellow. Both Sarif and [[spoiler: Darrow]] claim to be the Daedelus to Jensen's Icarus (Sarif in particular owns a company with a wing for a logo and often calls Jensen "son"), and the TieInNovel is named ''Deus Ex: The Icarus Effect'', which contain more allusions. There's an augment called the Icarus Landing System that prevents fall damage. There's a moment when Adam launches himself into space, and the rocket's projected user interface is circular and golden, like a symbolic sun; unsurprisingly, Adam then crashes into the ocean. The [[spoiler:Hyron Drones]] are bound into frames that keep their arms splayed out and their heads suspended downward, with feather-like steel elements jutting from around their shoulders. The metal elements glow yellow with heat, thus resembling winged people falling as they burn. There are many others; so many it might warrant a DrinkingGame.
414* IdiosyncraticDifficultyLevels: The difficulty settings for ''Human Revolution'' are "Tell Me a Story" (Casual), "Give Me a Challenge" (Normal) and "Give Me Deus Ex" (Expert).
415* IdiosyncraticMechaStorage: The [[http://deusex.wikia.com/wiki/80-X_Boxguard Boxguards]] are called such because they fold up into a cube when inactive. One memorable room has ''hundreds'' of the things on the walls, stacked together in compact form.
416* IdiotBall:
417** When Jensen first encounters Zhao, he has plenty of intel telling him that she is a ruthless, powerful, amoral woman who has forged her world-spanning company by sheer grit. As such, when she pulls the damsel-in-distress routine, he simply stands there, apparently rebooting, while she maneuvers behind him and shoves him out of the panic room. Sarif very rightly gives you shit for it. There's a [[FanWank fan]] [[WildMassGuessing theory]] that Zhao was [[CharmPerson using a CASIE mod]], which would make Adam's complete disregard of everything he knows about her (and his susceptibility to her [[LargeHam incredibly transparent acting]]) a ''bit'' more understandable; the CASIE is essentially a StupidityInducingAttack.
418** If you choose to confront him, Zeke Sanders is this. Instead of turning his weapon on the very dangerous cyborg just a few feet away from him, he takes the time to push Josie Thorpe to her knees and tries to shoot her, giving you ample time to shoot or knock him out first.
419** Adam, next time you should [[spoiler:plan your exit ''before'' you plant explosives in a room. Just break the window before arming the bomb, it's not that complicated.]]
420** In the first main mission of the game Adam confronts a hacker in a server room. The hacker has his brain connected to the computer with a wire, and when he sees Adam he proceeds to shoot himself in the head with a trembling hand, clearly struggling and even asking Adam for help before the shot is fired. The thought never occurs to Adam that maybe the hacker was being forced to do this by someone controlling him.
421** In general, the scripted events in the game can put people off. Playing as a stealth-centric character still does not prevent Adam from busting down doors, firing guns, stabbing people, or performing very un-stealthy actions in the cinematics.
422** Depending on whether or not you do certain sidequests and pick up certain files during other missions Jensen can be holding this when it's clear that [[spoiler: Megan's team was never murdered]]. The details on [[spoiler: how the attackers went to extreme lengths to destroy even the DNA of the bodies]], the fact that [[spoiler: Jensen never actually saw Megan killed]] and a message reassuring someone [[spoiler: (revealed to be Isaias Sandoval) that it wasn't his fault and that he couldn't have predicted how far Sarif would go to ensure the team's loyalty]] are all enough to cast doubt [[spoiler: on the idea that they're dead]] at least.
423* IGotYouCovered: Adam tells [[spoiler:Faridah]] this after [[spoiler:their plane is shot down by Belltower]]. [[spoiler:She]] tells him to get moving; it's up to the player whether or not to stick around and [[spoiler:save her life]].
424* IHaveYourWife: [[spoiler: Belltower]] is holding [[spoiler: Tong's son hostage to ensure he stays cooperative.]] There's a reason why he helps you when you go to the [[spoiler: Belltower-held docks.]]
425* ImprovisedWeapon: Activate the strength augmentation, and you can pick up refrigerators and dumpsters [[https://youtu.be/0l3wOT9cSg4 and use them as thrown weapons]], and are almost instant death on most enemies. These heavy items are also pretty sturdy and can be used as cover in a firefight. You can also break down doors by throwing fridges at them; the fridge is all-purpose!
426** Even better than throwing fridges? Throwing dead bodies. Because for some reason they are a guaranteed OneHitKill on most enemies.
427* IndustrializedEvil: In the final boss' chamber, [[spoiler:the Hyron supercomputer, used by the Illuminati to predict how to control humanity, is revealed to be built out of a hive mind of enslaved brain-augmented women, all of whom beg to be put out of their misery]]. It's implied that the realization that this horrifying process and its results were going to be applied to ''the rest of the human population'' is what caused Darrow to snap and commit genocide in a desperate attempt to wipe all traces of this and other human-resources technology.
428* InstantSedation: Downplayed more and more the higher you set the game's difficulty. On normal difficulty, a headshot will sedate any and ''ALL'' enemies within a second. Shooting them anywhere else will take about 5 seconds for it to kick in.
429* InsufferableGenius: Pritchard's defining character trait; he believes he's smarter than Adam and never hesitates to point it out.
430--> '''Adam:''' Let me know if you find something.\
431'''Pritchard:''' You meant ''when''.\
432'''Adam:''' Pretty sure I didn't.
433* InsecurityCamera: The viewing arc of every camera is visible to you. Then again, [[MemeticMutation Adam's vision IS augmented...]] Also, they may have a limited viewing arc, but security cameras are still a pretty major hazard for you to avoid (you can't even leave a body in their view), and destroying them will also trigger an alarm.
434** [[spoiler: Cameras can be temporarily knocked out of action by ''stun gun darts''. Doing so allows you to bypass them easily, and doesn't trigger an alarm.]]
435* InventoryManagementPuzzle: Averted. No longer does each path have resource costs associated with it, making the choice in path's less of a long-term choice.
436** Also averted by the addition of an auto-sort option. Although it doesn't respect the OCD gamer's need to keep grenades, ammo and weapons in their own distinct sections.
437* InterchangeableAntimatterKeys: "Stop!" worms and "Nuke" viruses, which you can pick up as physical objects in a pseudo-floppy disk form, work on any electronic system, and are somehow used up when you use them.
438** However, it should be noted that in RealLife, [[http://www.informationweek.com/security/vulnerabilities/25-of-malware-spread-via-usb-drives/227100125 approximately 25% of all malware is spread through USB drives]]. This is an incredibly effective way of infecting computers, as it completely bypasses firewalls and many other security measures and can access or manipulate areas of the system in ways that a network-based attack cannot. In all likelihood, "Stop!" worms and "Nuke" viruses are kept on storage drives that appear to resemble floppy discs, and can infect a system using a direct physical connection with the terminal in question, or through into whatever apparatus Adam uses for hacking. Any worms or viruses found while hacking are likely downloaded onto removable storage drives that Adam would be almost certain to have on him at all times.
439** Note that unlike all other items in the game, the "Stop!" worms and "Nuke" viruses appear to have unlimited stacking in your inventory[[note]]Using the Debug Console to give yourself the max number of each shows that you can stack 999 copies on top of each other before another stack is created, however, you can't actually obtain that many in the game proper.[[/note]] supporting the idea that you've saved this software onto a single portable storage device.[[note]]Well, one device for each type of file, anyway.[[/note]]
440* InterfaceScrew: The first real mission begins with Adam's HUD malfunctioning. EMP grenades also garble your HUD without a protective augmentation. This is also a side effect of drinking booze for health points. A more serious, plot-related version will crop up before the fight with [[spoiler: Jaron]]...''if'' you [[spoiler: got the new biochip]] after the old stuff in your head starts wigging out on it. If you pass, you don't have to fight a boss without your augmentations or the freaking HUD.
441* InterfaceSpoiler: A JustifiedTrope. All of Jensen's possible augmentations are actually already installed in his body, they just haven't been switched on yet (as a precautionary measure, since his brain is healing). Therefore, they all show up in the menu screen.
442** However, you can tell which characters will become important later, once you get the CASIE aug. It will only pop up when you're going to have a long conversation that will have permanent effects.
443** If you examine the default in-game model of the Newspaper carefully before picking it up to read it, you'll see that the headline always reads ''[[spoiler: Anti-Augmentation Riots Erupt Worldwide]]", an event that only happens later in the game.
444* InvisibilityCloak: Jensen has one, rendering him completely invisible for a short time, although alerted enemies can still hear him if he's sprinting around. The power drain is ''very'' high even when fully upgraded (he gets at most 7 seconds for each of his 2-5 power cells), so the cloaking device is usually best used if you need to run right past a camera or guard's direct line of sight without alerting them, or slip through a laser grid (which aren't tripped while you're cloaked) without needing to stop and deactivate it. Some enemies also have this; they won't show up on your radar if it's activated, though the laser rifle can lock on to them through walls, and they can still be seen if you turn on Smart Vision.
445* InvisibleWall: Not blatant, but you will occasionally smack into thin air when attempting a jump.
446* InvulnerableKnuckles: They are when they're artificial! Jensen only has to worry about a minor power drain when he smashes through a wall, to say nothing of punching a guy in the jaw. His head was apparently reinforced too, since he can headbutt armored soldiers without sustaining major injuries.
447* IResembleThatRemark: In the first mission, a purist killed a man for calling him bigoted.
448* IronicEcho: "Women never fail to underestimate men."
449** Also, after the fight with Namir, Adam knocks him through a glass panel like Namir did to him at the beginning.
450* IJustShotMarvinInTheFace: People will tell you to put away your weapon if you have it drawn if you want to speak to them. More touchy [=NPC=]s will attack you.
451* IOwnThisTown: David Sarif certainly ''thinks'' he owns Detroit, as he claims to have control over the Police Department's pension fund. The rioters tend to give lie to the claim, however.
452* ItHasBeenAnHonor: [[spoiler: Eliza to Adam, should he choose the EverybodyDiesEnding.]]
453* JackBauerInterrogationTechnique: In the TYM headquarters, Jensen can find the corpse of a technician who was working with the Harvesters to help steal augs. Belltower apparently found him, interrogated him to death, and then dumped his corpse down a ventilation shaft.
454** A hapless small timer found in [[spoiler: the Hive basement]] seems to have suffered a similar fate.
455* JerkWithAHeartOfGold:
456** Pritchard. As rude as he is, it becomes clear rather quickly that he actually is concerned about Adam's safety.
457** Sarif can be abrasive and will not hesitate to take advantage of others for his own benefit. But at the end of the day, he really does care for the well-being of all his employees, Adam included. Moreover, he genuinely believes in using augmentation technology for the betterment of mankind.
458** Garvin Quinn from ''The Missing Link'' DLC. Despite acting like an uncaring black market merchant, he gives Adam a discount if he saved a stasis pod from malfunctioning and killing its occupant earlier in the DLC. He also unlocks a safe full of explosives for Adam if Adam mercy kills a woman who was driven insane by the OCM experiments.
459* JustAStupidAccent: Nameless background characters in China speak perfect Mandarin, but the important characters you meet in Hengsha speak entirely in English, in the best attempt the voice actors can put on a Chinese accent. They do well enough that even a Chinese speaker might not know they're actually Canadian until they completely butcher the pronunciation of the few Chinese words they speak.
460* JustBeforeTheEnd: "It's not the end of the world... but you can see it from here." It's clear during the game that society is on the brink of collapse.
461* [[ThinkNothingOfIt Just Doing My Job]]: Adam claims this when Greg Thorpe thanks him for saving Josie; Greg is having none of it.
462* JustifiedTutorial: The first part of the tutorial takes place during the attack on Sarif Industries and is designed to teach controls and basic combat. The next part of the Tutorial is set during the Milwaukee plant incident and teaches more advanced concepts such as stealth, exploration, and hacking. Of course, all the prompts are skip-able, and though the tutorial ''expects'' players to follow out what it suggests, it never ''forces'' players to do so.
463* KarmaMeter: Of sorts. All of your behavior is reflected later in the game. For example, if you're a murderous agent, at one point, a hostage will be shot in front of you because they'll assume you won't be moved by a hostage. However, if you have a reputation of being merciful and talking your way through situations, you can get them to release the hostage without a shot being fired.
464* KingIncognito: [[spoiler: Tong Si Hung]].
465* KleptomaniacHero: You can loot a ''lot'' of stuff, even from right under people's noses. Unless you need to hack a lock to get to it, nobody seems to mind.
466** Some LampshadeHanging occurs the second time you get to Detroit. As head of security, Jensen will probably receive an email from a co-worker who heard that people reported stuff missing from their offices, and gives you his door code to check on his office. Which you can then also loot, as you did with the others (unless you already did before).
467* KnockoutGas: Gas grenades are one of the weapons in the pacifist player's arsenal. It's a generally useful tool for knocking out multiple enemies where tranqs, stun guns, and takedowns are just inappropriate, and everything else is overly lethal.
468* LadyOfWar: Lady Katrina Sutherland from the comics. She even has the title to go with it!
469* LandmarkingTheHiddenBase: Picus News has a secret facility under their offices where they fabricate and/or tweak news [[spoiler:to better suit the Illuminati's plans]] as well as where [[spoiler:Eliza's computer is hidden]]. Their offices are in the [[https://en.wikipedia.org/wiki/Olympic_Stadium_(Montreal) Montreal Olympic Stadium Tower]].
470* LandMineGoesClick: The LAM makes a return, helpfully flashing when set and beeping before exploding. This trope isn't played to its fullest extent, however - the time between beep and bang is nowhere near enough to allow the player to escape, serving more as a way of letting you know [[HaveANiceDeath how you died]].
471* LampshadeHanging: The way boss battles were implemented in ''Human Revolution'' has been one of its biggest criticisms, favoring direct combat-built characters with few options for a stealth or social character to evade or take out bosses by other means. During ''The Missing Link'' DLC, Burke's comments highlight this forced approach:
472--> '''Burke''': [[spoiler: I'm surprised. I'd assumed the man who took out both Barrett and Fedorova would have favored a more... frontal-assault. You ARE a tough one to read, Jensen.]]
473* LaserHallway: In the Tai Yong Medical building.
474* LaserSight: An available weapon upgrade. The combat rifle you have at the beginning of the game has one installed by default, to compensate for the lack of an on-screen crosshair.
475* LayeredMetropolis: Hengsha, an urban nightmare that predictably has the rich on top and the poor on the bottom. This is lampshaded by a random comment about how Hong Kong is only so large. If you can't expand out, expand up.
476* LetXBeTheUnknown: Malik's contact at [=LIMB=] answers to "Anonymous X."
477* LevelDrain: Invoked in [[spoiler:the Missing Link {{DLC}}]], in which Jensen's augmentations are reset to "factory zero" by EMP.
478--> [[spoiler:'''Keitner''']]: Your augs are just dead metal right now.
479* LiteralGenie: Before asking someone to "show the world what augmentation can do for humanity", double-check what he actually thinks about it.
480* LiveActionCutscene: ''Human Revolution'' had several live-action ads in the style of testimonials for Sarif Industries and augmentation technology.
481* LoadsAndLoadsOfLoading: The PC version was patched to speed up loading times, but if you keep screwing up, you'll probably still be reloading a lot of saves.
482* LoopholeAbuse: The PacifistRun player's best friend. Most notably, the easiest way to save [[spoiler:Farida]] is to use an EMP grenade on the Boxguard in the middle of the Belltower soldiers coming for her, causing it to explode, killing all the soldiers. Since they were technically killed by the robot and not you it won't count against your pacifist achievement.
483* LuckBasedMission: The correct paths for the social challenges are randomised each time, which isn't made clear, and which makes a perfect score difficult to achieve. Many players are misled by the description of the first major social boss, Haas, which suggests that there's a single correct path.
484** Well. The path is randomized, sure, but you can figure out which of the three possible responses at any given point is the correct one by listening carefully (and reading your CASIE data, if you have it). It's only a game of chance if you treat it like one.
485* LuckyCharmsTitle: HumΔn Revolution. [[BilingualBonus Not a triangle.]]
486[[/folder]]
487
488[[folder:M - R]]
489* MagikarpPower: Many weapons and augmentations only reach their full potential when fully upgraded or used in concert with each other:
490** The heavy rifle is horribly inaccurate and can only be fired from the hip because of its design, but attaching a laser sight and maxing the "recoil compensation" and "aim stabilizer" makes it as accurate as a pistol while maintaining its power. Similar upgrades and a target-seeking system can turn the machine pistol or combat rifle into headshot machines. Even the regular pistol can be made extremely deadly with the addition of an armor-piercing mod, allowing it to kill even fully armored enemies with a single headshot.
491** When first unlocked, cloaking is so ridiculously costly in energy that it's difficult to use at all. Once fully upgraded it still won't let you fight whole battles invisible, but you can easily get from cover to cover undetected without using a single energy cell. With increased energy regeneration you can do this quite rapidly.
492* MakeItLookLikeAnAccident:
493** One of your options for dealing with [[spoiler: Diamond Chan]] in the "Rotten Business" sidequest.
494** [[spoiler:Lee Hong]] tried to do this to cover up the murder of Evelyn Carmichael, but considering how he went about it, he would have been better off just hiding the body and hoping for the best.
495* MassHypnosis: [[spoiler:The Illuminati's plan. Hugh Darrow ends up mixing it with HatePlague.]]
496* MeaningfulName: This game is meant to show the ''origins'' of Deus Ex, and the protagonist's name is [[AdamAndEvePlot Adam]]. Hmm...
497** [[spoiler: Eliza, an AI, shares her name with the first well-known chatbot. Additionally, her last name Cassan is probably short for Cassandra, a figure of Greek myth who was cursed to speak true prophecies that nobody would believe. In the myth, she was the only one to foresee the fall of Troy.]]
498** Vasili Sevchenko as in Russian Filmmaker Vladimir Sevchenko [[spoiler: who documented Chernobyl and died of radiation poisoning]].
499** David Sarif's name sounds a lot like Seraph. And he does bring Adam back to life...
500*** Confirmed in the Director's Cut commentary: The name Sarif was derived from Seraphim.
501*** In typography 'serifs' are small lines added to letters that may make them more readable, and the logo for Sarif Industries uses these serifs.
502** Michael Zelazny is a ReligiousBruiser SuperSoldier whose names mean "Who is like God" and "Made of iron", respectively. Even if the surname is a reference to Creator/RogerZelazny it is likely that the choice of character to give it to was deliberate.
503* MegaCorp: Tai Yong Medical and less Sarif Industries.
504* MenCantKeepHouse: Adam was supposed to fence in the yard, but he never got around to it, and so Megan ended up doing it instead. And his apartment is a mess, though that is implied to be a direct result of his depression after being augmented.
505* TheMenInBlack: A few of them show in the course of the game, especially in sidequests. Unlike the P-series from the original, these are more "traditional" human examples (G-Men types with common Anglo-Saxon names as aliases).
506* MergingTheBranches: The game inverts the trope by having all of the possible endings plausibly lead to the events of the first game.
507* MessOfWoe: Adam Jensen's apartment is a complete mess. [[spoiler:Although the game implies he's also depressed about his unwilling augmentation as well as finding out his dog got euthanized, not just about Megan's death.]]
508* MetaphoricallyTrue: Hugh Darrows publicly states that his Panchaea project will directly fix the high amounts of carbon dioxide in the atmosphere and help restore balance to the world's ecosystems. Technically, he's not lying. That's just not ''all'' it will do.
509* MinorCrimeRevealsMajorPlot: Terror attack on Sarif Industries → Illuminati plot to control all augmented people through special biochips → HatePlague unleashed by the disgruntled inventor of augmentation technology.
510* MinorMajorCharacter: Beth [=DuClare=] is the head of the World Health Organisation. Like in the original game, she's only mentioned and doesn't appear.
511** Morgan Everett is the CEO of Picus. Appears in a few emails and leads the Illuminati in Deus Ex.
512** Lucius [=DeBeers=] is the leader of the Illuminati and is still active despite his advanced age. He urges Sarif to join the conspiracy.
513* MoneyForNothing: It's not uncommon to finish the game with credits in the tens of thousands. Early on, you'll be struggling to get enough to buy Praxis Kits from the LIMB clinics (though this can be exploited by picking up and selling guns one at a time, since weapons are worth much more than ammo). Past the mid-point of the game, you'll have more than enough through quest rewards, looting bodies or just finding it laying around. After the second trip to Hengsha (or Rifleman Bank Station if playing the Director's Cut) there are no merchants for the rest of the game, except for a LIMB clinic near the very end which you probably don't need.
514* MoonLandingHoax: During the Detroit riots, one woman found in one of the back alleys will talk to her friend and express her doubts about the direction the government is heading, citing her belief that the moon landing in 1969 was staged as reason to doubt that the government is being honest with the current social situation.
515* MoreThanMindControl: The Social Enhancer augmentation comes with a system that allows you to release pheromones to influence a person[[note]]Though this is optional: the primary use of the CASIE augmentation is to scientifically "read" people through their inflection, tone, posture, and body language, allowing you to identify their personality and how best to present yourself to get them on your side. The pheromone feature is intentionally vague as to how it works and is entirely optional[[/note]]. However, just releasing scents isn't enough, you need to have paid attention to the kind of person you're dealing with and choose the right kind of verbal response to get the person to talk. "Alphas" have a high opinion of themselves and respond well to guys who play to that, "Betas" respond well to people acting friendly, and "Omegas" are guys with low self-esteem who need intimidation to crush their resistance and get them to fold. People who recognize that Jensen is using the aug can't be turned with it, though.
516** Notably, attempting to use it on Malik when you encounter her in the Alice Garden Pods will result in her telling you she ''will'' punch you if you try to use it on her.
517** Amusingly, you ''can'' use it on your boss who had it installed in you, to begin with. There is also a sidequest where you can talk-duel with a woman who has the same augmentation. It's left probably deliberately ambiguous which side is more in the right in that particular conflict.
518* MotorMouth: Faridah Malik. Not as rapid as other examples, but there's no particular explanation for it. Maybe she's just nervous all the time?
519** After the Milwaukee Junction mission, she asks how you feel about your augments. She then mentions that she has some neural augments to help her fly better. Perhaps they make her more energetic as well.
520* MuggleSportsSuperAthletes: While never seen directly, a number of overheard conversations and emails mention the rise of augmented athletes, including leagues and Olympics-style events specifically for them. As with everything else regarding augmentation technology, this is presented as controversial in universe. An even subtler example may be seen with David Sarif, who is shown in some scenes playing with the baseball he keeps in his office with an augmented arm, as WordOfGod reveals he got augmented to improve his baseball game.
521* MultipleEndings: Jensen uncovers the entire conspiracy, and must decide what he tells the world:
522** A: [[spoiler:The truth, which will villify augmentation technology, leading to a total ban. It would explain why no one seems to have augmentations in Deus Ex, save for the secret agents and a few well-off criminals, although this could also be explained by the fact that most of the common people you meet in the game are poor. May also explain the absence of LIMB clinics.]]
523** B: [[spoiler:Lie on Taggart's behalf, which will villify corporations, leading to strict regulations. With Taggart's remarks about remodeling the [=UN=], it would most likely lead to the formation of [=UNATCO.=] ]]
524** C: [[spoiler:Lie on Sarif's behalf, which will villify special interest groups, totally deregulating augmentation possibly leading to the creation of the Grey Death as an alternate method of control. It could also possibly result in the development of nanotech augs in a short period of time and leading to the Dentons' creation.]]
525** D: [[spoiler:Destroy TheVeryDefinitelyFinalDungeon, along with [[EverybodyDiesEnding himself and all three major conspirators]], leaving the public to decide the fate of augmentation technology for itself. Even though everyone dies, this ending still manages to be somewhat optimistic, as Adam notes that humanity has made the right choices in the past in regards to advancement, and has the opportunity to do so again, without the machinations of the people in Panchaea messing things up.]]
526** All of the endings' monologues will vary depending on how you played. If you were a jackass in conversations and gunned down tons of enemies, Adam's monologue will be very critical of himself. A more neutral playthrough will have Adam painting himself as a moral question mark. A benign playthrough will have Adam pointing out how he tried to keep his humanity.
527** However, no matter which ending is chosen, [[spoiler:Megan Reed will still end up working with Bob Page on the "nanite-virus chimera" technology, implied to either be the Gray Death or the project that would create the Dentons.]]
528* MultiplePersuasionModes: The social boss battles involve determining the NPC's personality type (Alpha, Beta, or Omega) during an initial exchange, then choosing the correct persuasion mode to get their cooperation. Alphas like being appeased (basically, a Reason mode with a touch of humility), Betas are susceptible to Charm (usually in the form of buttering them up or playing to their ego), while Omegas give in to pressure/intimidation quickly.
529* MyGodWhatHaveIDone: [[spoiler:Hugh Darrow]] has this moment if you use the Social Enhancer to uncover that he actually staged the [[spoiler: mass insanity of augmented people because he, as the creator of the augmentation technology, is one of the few people genetically incompatible with it and grew jealous of others over time.]] It is also implied that he had a moment like this in the background when [[spoiler: he created Hyron,]] as he pretty much outright says that [[spoiler: Hyron]] is an example of what horrors human augmentation technology will inflict.
530* MythologyGag: Plenty. A particularly notable one is that the radios in the game all play remixes of in-game music from the original ''VideoGame/DeusEx''.
531** For the truly die-hard fans who remember every single detail: The first code you use in the game is 0451. just like the com van code in the original.
532** In ''The Missing Link'' DLC, is you try to use the CASIE mod on [[spoiler: Quinn]] at the end (the only time it's usable), he'll specifically say that the term "[[VideoGame/DeusExInvisibleWar Invisible War]]" is derided these days, but it's still very much a factor.
533** There's a vent above Tong Jr.'s cell where one can listen to him talk to himself. He'll hum the theme of the original game, and complain how he could use an orange soda, but the guards only give him Lemon-Lime (Gunther in the original game is convinced the maintenance men at UNATCO purposely fill the vending machines with Lemon-Lime soda instead of orange to annoy him).
534** There's a security panel that will shut down [[spoiler: life support to]] the final boss. The panel's programming is designed like the logo that appears on the title screen of the original ''VideoGame/DeusEx'' (the one shown on that page's image).
535* NewGamePlus: Added in the Director's Cut edition, much to the delight of many fans. You can transfer all of your augmentations and Praxis points over to a new game.
536* NGOSuperpower: Belltower Associates functions as everything from private/corporate security to Hengsha's police force, has enough clout to commandeer a top-secret U.S. government facility on short notice, and even runs its own BlackSite detention camp/[[spoiler:human experimentation lab]] along with the industrial scale human trafficking pipeline shuttling detainees in and out of it. All of this while also handling the bulk of the fighting in the Australian civil war. Justified, as Belltower serves as the military arm of TheConspiracy.
537* NintendoHard: The fight with [[spoiler: Jaron Namir]] when all you have is non-lethal armaments and stealth augmentations. Or if you count on your handy Typhoon, but fell prey to the SchmuckBait described later.
538* NobodyPoops: Averted. Before you board the helicopter the first time, you can go into the female restroom (and Pritchard ''will'' [[MythologyGag chew you out for this]]), which has all the stalls occupied by gossiping staff members.
539* NoCelebritiesWereHarmed: Paranoid conspiracy theorist radio host Lazarus sounds a lot like Alex Jones, in both voice and material.
540* NoCutsceneInventoryInertia: In the director's cut, directions were given to the developers animating the cutscenes that they couldn't show Jensen using any guns, or using any augmentations that he didn't start with, in order to avert this trope.
541** One example of this is when Jensen, in a cutscene, picks up a pistol from the ground to shoot somebody. You probably would have already had a similar PunchPackingPistol by this point, but the developers had to assume Jensen was working with an empty inventory.
542* NoGearLevel: ''The Missing Link'' segment. When captured, you lose all your gear as well as any upgrades you've made to your augmentations. There's even an achievement for completing this section without acquiring new gear or augs.
543** Notably, the game manages to cross this trope with BagOfSpilling - ''The Missing Link'' was originally a standalone expansion, with no means of importing your inventory or augmentation choices from the main game. In the Director's Cut version, all of your original gear is waiting for you at the end of the level, as well as enough Praxis points to fully replace all your lost upgrades.[[note]]And then some, since you acquire additional points in the course of the level.[[/note]]
544** The Director's Cut version actually plays with this trope. While the player's original weapons are recoverable early on, ''ammunition'' for the more powerful ones remains scarce - nonexistent in some cases - until the player recovers the rest of their equipment at the end of the level. Further complicating matters, the player only has a limited amount of Praxis points when they find their weapons, forcing some potentially hard decisions between abandoning a powerful but currently unusable weapon and spending one or more Praxis points on inventory space when other augmentations are more immediately useful.
545* NoHeroDiscount: Despite your boss spending what must have been an absolute fortune to turn the PC who is the head of security into an augmented super soldier, you still need to pay for your own augmentation upgrades. And weapons. And ammo. And information. Considering you are trying to track down a mercenary group that killed half a dozen scientists ''and'' are planning some kind of conspiracy that would dramatically change the outlook of the company, you really should have a platinum company credit card that makes credits meaningless. [[spoiler: Even while the ''Cyber-Zombie Apocalypse'' is going on, Adam still has to pay L.I.M.B. for their products.]]
546** Although in the last case, there is some justification: the clerk specifically notes that she can't change the prices set by the computer.
547* NoHoldsBarredBeatdown: Delivered to Adam at the beginning of the game by Jaron Namir. His injuries were so bad, he was forced to become augmented in order to survive.
548** Some of the possible takedowns border on this. This is down to RuleOfCool and a [[FridgeBrilliance way of showing]] that Adam might enjoy his new abilities a [[HeWhoFightsMonsters little more than he lets on.]]
549* NoOSHACompliance:
550** In the Director's Cut, [[spoiler:Eliza's mainframe room]] now has a second floor that contains pumps that flood the first floor with gas. They work wonders on Fedorova, but must be a nightmare for anyone working there.
551** In the ''Missing Link'' DLC at one point you have to take the emergency exit out of an elevator. Sure, there is a button that opens up the ceiling and lowers ladders, but for some incomprehensible reason there is no ladder running all the length of the elevator shaft, but a few platforms connected by short ladders, and you have to bridge the remaining gaps by climbing on pipes and such.
552* NonCombatEXP: The game hands out XP for a variety of non-combat tasks. Players receive XP every time they successfully hack computers, complete missions, or win a "social battle" (i.e., persuade someone to do something for you by choosing the right dialogue options). You also can get a huge amount of XP for going through an entire level without being seen.
553* NoodleIncident: The Mexicantown Massacre is apparently an important part of Jensen's past, but the exact details are never explained. What is known is that it involved a 15-year-old augmented criminal who apparently was dangerous enough that SWAT was called in, and they were ordered to shoot to kill due to worries that his augments would protect him from nonlethal weapons and allow him to potentially kill several of the officers singlehandedly. Jensen refused, while Haas obeyed orders and killed the kid, resulting in a massive riot.
554** A smaller one is heard between two conversing Belltower troops about the Red Dust incident.
555* NotEvenBotheringWithTheAccent: While Belltower Associates are a British company, the only member you encounter in-game who actually speaks with a British accent is Narhari Kahn.
556* NotSoDifferentRemark:
557** A subtle one, when Adam exclaims that Zhao has a Panic Room, David Sarif responds nonchalantly that so does he.
558** Jensen can give this speech to Dr. Wing on Zelazny's behalf. One is [[spoiler: a doctor who hired a cyborg to prevent a rogue supersoldier from wreaking havok, the other is a supersoldier who went rogue to forcibly end a program which was creating supersoldiers to wreak havok for the highest bidder.]] Wing concludes that you have a point and he needs to think about it.
559** O'Malley claims that you and he aren't so different, that you and he both see the world as cold, hard facts if you choose the "Cold" option when you confront him about his corruption.
560* NothingIsScarier:
561** [[spoiler:Panchaea.]] Instantly going from mild violence and lots of enemies to gore and silence is terrifying to say the least. The fact that there is nobody for the 10 minute lead-up to [[spoiler:confronting Darrow]] only exacerbates this.
562** Earlier on there's [[spoiler:Picus HQ]]: you arrive at a building that logic indicates should be full of people working yet you find a dead silent series of empty hallways and offices with signs of a hasty evacuation. Pritchard pointing out the obvious doesn't help:
563--->'''Pritchard''': Jensen, something is not right: [[spoiler:Picus is a 24-hour global news network]]. ''Why isn't anyone answering their phones?''
564* NoticeThis:
565** Interactive objects in Adam's field of vision, from ladders to weapons, are outlined in [[color:gold:yellow]]. Following vocal complaints from some of the more combative segments of the ''VideoGame/DeusEx'' fanbase, the developers quickly confirmed that it can be turned off if the player chooses. The hardest difficulty has it set to off by default, in fact.
566** When the game finally came out, however, people stopped griping immediately. It turns out there's enough detail in the environments to warrant you actually ''needing'' to see what stuff you can interact with and what you can't.
567** Even if you don't have the highlighting, objects you can interact with tend to flash briefly every now and then. It's subtle enough to miss it if you're not looking for it but means that you won't spend a huge chunk of time not able to find something.
568* NotTheFallThatKillsYou: Adam actually takes ''quite a bit'' of damage from falling. Falling one story can take off more than half his health, falling two or three is a sure death[[note]]Justified in that he is mostly mechanical, and those mechanical augmentations have limits and no bend: he can't survive impacts beyond the mechanical limits, and willpower has nothing to do with it[[/note]]. However, he can activate the Icarus Landing System which envelops him in an electromagnetic sphere that slows his descent. It looks cool and can be used to knock out enemies he lands upon from above.
569** The Icarus Landing System does have a downside, however. Imagine you want to jump across a chasm from one rooftop to a slightly lower one; you jump, and at some point you're past the apex of the jump's arc and thus in a downward movement, yet still above the street between the rooftops. The game interprets this as falling down and the Icarus Landing System kicks in mid-jump. And since that system instantly stops any horizontal movement and instead takes you straight down, you're never going to make that jump.
570* OffscreenTeleportation: Tong seems to be capable of this. [[spoiler: After talking to him when he is disguised as a barkeeper he sends you to his office to meet him]]. Even when you use the most direct path to get there, he manages to already be there waiting for you.
571* OneBulletClips: The Tranquilizer Gun, Stun Gun, and Rocket Launcher have to be reloaded after each shot. Thank goodness for reload speed upgrades ... except when you're using the Stun Gun a lot, because that one can't be upgraded at all.
572* OneWomanWail: present through pretty much the entire soundtrack.
573* OohMeAccentsSlipping: Just about everyone that ''doesn't'' speak with their native accent (Hispanic and Asian characters) tend to have some problems maintaining their accents.
574* PacifistRun: You're only forced to kill bosses (and that's because they're likely all going to be augmented-to-the-gills bad guys who will not stop until you or they are dead), and you'll get the Achievement for a non-lethal run if you avoid everyone else. The game encourages this approach by giving out more experience points for non-lethal takedowns. Though "Merciful Soul" is only worth 20 exp, and as the player earns a praxis point every 5000 exp, it means the player needs to take down over 250 enemies before non-lethal take-downs have any real impact. Odds are you will not encounter 250 enemies in the entire ''game''. There are also extensive bonuses for sneaking around without being caught.
575** The game does a fair bit beyond that to support pacifist players, including the provision of a non-lethal takedown and both melee and ranged weapons (a stun gun and a very quiet tranquilizer-dart rifle) which render enemies unconscious instead of dead, and a variety of [=NPCs=] who will take notice of your unwillingness to kill and be more willing to help you out as a result. But it's not wholly a bed of roses; in particular, unconscious enemies can be revived, and doing so will be the first priority of anyone who notices his buddy out cold on the floor. This means you can't just start zapping people with impunity but have to observe patrol behavior carefully and plan out in great detail how you're going to proceed; otherwise, you're liable to find all those guys you ''thought'' you'd put down back up and helping their buddies sweep the area for you. It's especially tricky if you don't have the radar upgrade that shows baddies you haven't yet actually seen; without that, it can be a matter of serious effort and tricky stealth just to be confident you know where everybody actually ''is''. And there are several areas in the game which are jam-packed with enemies who can mostly all see each other, meaning that if you take any of them down by any means, odds are someone's going to spot the body and trigger an alarm before you have time to conceal it. While late-game augs like silent sprinting and the invisibility cloak make it easy to breeze past such areas without anyone knowing you were there, in the early game (and in Missing Link, where your all augs start out disabled) it's very easy to spend several minutes planning out how to get safely past a single large room. Few modern AAA games do anywhere near as much to satisfy those who enjoy this style of play.
576** And the mechanical difficulty isn't the only thing about this game that makes a PacifistRun hard to pull off. There are several points in the game ([[spoiler: Belltower's civilian massacre during the raid on the Alice Garden Pods]], [[spoiler: Belltower executing Malik]], [[spoiler: finding Malik's corpse inside the Harvester base]] or [[spoiler: Belltower's soldiers trying to stop you, while a ten-minute timer counts down, from saving gassed prisoners at Rifleman Bank Station]], Burke's [[spoiler: boss fight where he taunts you if you fail to get the hint for TakeAThirdOption, as well as the snipers ''gutting you'' if you try to get anywhere close for a non-lethal takedown]]) where many players just abandoned the notion of a pacifist run altogether and just started killing because ''those bastards deserved it''. Especially bad in Hengsha, because Belltower are the police, meaning that the [[spoiler: Belltower troops who murder everyone in the Alice Garden Pods or kill Malik]] will get away scot-free unless you administer some on-site justice; Rifleman Bank is in some ways even worse, because Pieter Burke, the local Belltower bigshot, isn't a scripted fight, making him unique among bosses in that no matter how much you feel he deserves to die, you can't actually kill him without breaking pacifist conduct.
577** The biggest trick to a completely pacifist run is actually right at the beginning of the game, when you are unaugmented and only have an assault rifle. Normally, you would play through the attack on Sarif Tower taking down the goons quickly and easily and never think anything of it because WhenAllYouHaveIsAHammer, you hit some nails. ''The kills in the intro still count towards your Pacifist run'', so you'll need to figure out how to get past all the heavily armed goons trying to kill you and everyone you know without firing a shot.
578* PacmanFever: Various [[NonPlayerCharacter Non-Player Characters]] play a beeping handheld game when bored. ''Human Revolution'' being a video game, this means it's just an example of StylisticSuck.
579* PaintingTheMedium:
580** When Jensen wakes up in the [[spoiler:cryogenic pod that takes him to Singapore]], the edges of the 'camera' are notably coated with frost.
581** The in-game HUD is explicitly stated to be coming from Jensen's visual augmentations. If he takes electrocution or EMP damage, as well as at certain pre-scripted events, the HUD [[InterfaceScrew glitches out]] and comes back with a cycle of "REBOOTING" messages.
582* {{Pastiche}}: The opening to the Panchea section late in the game is (per WordOfGod) a deliberate {{Homage}} to some iconic horror media, particularly the first acts of ''Film/{{Aliens}}'' and ''VideoGame/ResidentEvil4''.
583* PerkyGoth: The lead female of ''Final Fantasy XXVII.''
584** Also shown in [[https://youtu.be/TO5CnVvY_wE?t=200 this]] billboard in Heng Sha.
585* PermanentlyMissableContent: The Wii U port has an achievement for posting information to Miiverse. Now that the service has been discontinued, this achievement is impossible to acquire legitimately.
586* PersuasionMinigame: The CASIE aug is a rather unique and surprisingly complex implementation, which turns each dialogue where Jensen tries to get help from an NPC into a non-violent BossBattle minigame. First, it provides an indicator of whether the character Jensen talks to is inclined to agree or to disagree with him, as well as a brief textual summary of the character's mental state, containing clues to the most beneficial paths in the DialogueTree. It also provides a color-coded indicator that flares up during dialogue, offering clues to the NPC's personality type (alpha, beta, or omega). If the dialogue goes badly, Jensen can activate the pheromone release function and use a personality type-specific mode of dialogue to get what he wants from the NPC, anyway. Without CASIE, you basically have to do the same thing--sans pheromones--blind (or via SaveScumming), and some [=NPCs=] are immune to pheromone manipulation.
587* {{Pheromones}}: The upgraded CASIE enhancement allows Adam to emit pheromones that make his vis-a-vis more receptive to his suggestions and demands (provided the player had figured the NPC's personality type correctly in the preceding dialogue).
588* PhilosophicalChoiceEndings: "Should human augmentation research continue, despite the dangers it presents to humanity?" The game is all about the information war surrounding the nascent human cybernetic augmentation technology. The ending has the villains sabotage cybernetics on a global scale, and Adam (who has been turned into a cyborg involuntarily and thus has a personal stake in this) has to decide how to present this event to the world: blame it on the cybernetics themselves (fueling the anti-augmentation attitudes), on a random fault in the technology (giving more power over technology to the PowersThatBe through subsequent regulations), or on the anti-aug extremists (allowing augmentation research to continue unfettered). Finally, Adam can choose to let humanity make up their own minds about the disaster, by killing everyone who knows the truth about it (including himself). Unfortunately, since the game is a prequel, no matter what Adam chooses, the events will play out in such a way as to create the [[VideoGame/DeusEx original game]]'s setting.
589* PlasmaCannon: The Hi-NRG plama rifle is a rare but very powerful weapon that fire a bolt of super-heated plasma. Its power and high ammo capacity are somewhat balanced by being slightly inaccurate and how easily it overheats when fired without a cooling system upgrade.
590** The P.E.P.S. (Pulsed Energy Projection System) is a rare non-lethal example. It fires an invisible laser pulse that, upon contact with target, creates a small amount of exploding plasma. It can take down multiple enemies at a time, but is louder than other non-lethal weapons and needs to be reloaded after every shot.
591* PointOfNoReturn: Ranks as ''Polite''. The game tells you whenever you are about to leave an area for good and informs you that any side quests will be cancelled. This includes the FinalDungeon.
592* PointThatSomewhereElse: They won't push it away, but [[NonPlayerCharacter NPCs]] will either scold you and/or flat out refuse to talk to you if you try to speak to them with a weapon out.
593* PostPeakOil: Mentioned in the {{Backstory}}. Led to an economic crisis that the United States probably hasn't recovered from (and by the looks of it in the original game, never will).
594* PowerTrio: Specifically, BeautyBrainsAndBrawn for the Tyrants (albeit DarkerAndEdgier due to their antagonist role):
595** Beauty: Yelena Fedorova, for both obvious reasons and also as the intelligent, stealthy FragileSpeedster.
596** Brains: Jaron Namir, who both acts as team leader and uses [[TheKirk a combination of the other's skills]].
597** Brawn: Lawrence Barrett, as spends his time firing [[{{BFG}} a minigun]] [[ArmCannon that retrects into his arm]].
598* PoweredByAForsakenChild: [[spoiler:The Hyron Project's (and by extension, Panchaea's) entire network infrastructure and security system is operated by augmented women who are permanently linked into a quantum computing hub. [[AndIMustScream And they don't stop screaming for release.]]]]
599* PowerupLetdown:
600** You start with 2 energy cells and can eventually upgrade to 5. However, there's almost no point in this, as the only way to restore fully-depleted cells besides your last one is to use expendable, limited-number items that restore a fixed number.
601*** The reason to upgrade to five cells is to use the expendables in case you need to stealth for an extended amount of time (up to 35 seconds with the upgraded Cloak and five cells) or to make multiple melee takedowns in short succession. That said, there are usually better ways to spend your precious praxis kits, especially at the beginning, and the Director's Cut allows two cells to recharge making it even more redundant. But it's not completely pointless.
602** Several high-end weapons are acquired too late to get any real use. You can get a powerful Laser Rifle and Grenade Launcher from Tong on your second visit to Hengsha which is already near the end of the game, but in the Director's Cut version this is immediately followed by the Missing Link content which [[NoGearLevel strips you of all your ammo for these weapons]] and forces you to devote a huge chunk of your inventory to carrying them around uselessly until the end of the DLC if you want to make any use of them.
603*** The Plasma Rifle has a similar issue, being dropped by a boss immediately prior to the final level which is populated exclusively by non-threatening melee enemies.
604** Every boss and challenging encounter has powerful weaponry nearby (e.g. a rocket-launcher and EMP grenade right next to a forced encounter with two drones) meaning there's little reason except convenience to spend inventory space on powerful gear.
605** Healing items and energy bars seem useful, but in practice your health regenerates quickly and in the Director's Cut two energy cells regenerate on most difficulties meaning they're seldom necessary.
606* PreEndingCredits: Exaggerated, it has an opening credits sequence after the completion of the first level.
607* PrettyLittleHeadshots: Averted with [[spoiler:the proxy hacker at the manufacturing plant, whose controller forces him to kill himself when he's discovered.]] A significant chunk of his head is missing afterwards.
608** Adam too looks to have lost a good chunk of his skull and what looks like a fair amount of jaw from the headshot at the beginning of the game, though you never see his injuries clearly.
609* PreviouslyOn: Loading up a saved game on startup gives you a screen that recaps most of the major plot points up to date, in case you can't keep track of what's going on.
610** Most likely added because Deus Ex's story was very hard to keep track of between sittings.
611* PrisonRape: In "The Missing Link" DLC, you can read a reprimand issued by Belltower to its guards regarding them raping female Unprivileged Detainees in their cells. [[spoiler:Belltower is only concerned this will damage useful subjects before they can be processed for scientific experimentation.]]
612* PrivateMilitaryContractors: 8 [=PMC=]s are ubiquitous in the game's world and play a large role in the plot. Belltower Associates is the leading organization on the market [[spoiler:and also connected to TheConspiracy]]. In-game literature also mentions a "Bluewater" company (an obvious reference to Blackwater/Xe) embroiled in a scandal. On a lighter note, a TV schedule mentions a show abut a heroic PMC group targeted by a "UN hit squad."
613* ProductPlacement: In-universe: all of Adam's augmentations are branded with the Sarif Industries logo, including his new chest cavity (as seen in the opening credits). His exterior is notably missing any such branding, but his head sports a logo showing the product line of his cranial augmentations.
614** The "MAO" logo can be clearly seen on the tranquilizer rifle and the shotgun, as well as on the shotgun ammo boxes.
615** Averted by the actual development team. The making-of documentary, the post-credits images of the team, and the stock photos in the endings blur logos and, indeed, everything recognizable, even the Pope's face.
616** Another subtle aversion into ProductDisplacement that most people will miss: look around Pritchard's office for a pair of red cards framed on the wall. Those are Gravis Ultrasound cards, highly sought after by retrocomputing enthusiasts, but with some editing done to the ASIC labels.
617* ProperlyParanoid: The ramblings you hear from characters throughout the game about governments and corporations taking over and having some sort of secret plot? Anyone familiar with one of the basic concepts behind the series knows they aren't crazy...
618** During your second visit to Detroit, you can listen to a "mad prophet" who narrates most of Deus Ex's story.
619* PsychoForHire:
620** Sometimes, enemies who are pinning you down with wild machine-gun fire laugh maniacally. They are having ''way'' too much fun doing this.
621** [[spoiler: Also, if the player's actions result in Malik being killed at the construction site, the Belltower guy who shoots her lets loose a cackle worthy of Snidely Whiplash]].
622** The novel reveals most of the Tyrants to be this as well, though Namir and Hardesty are far less AxeCrazy and more cold-blooded than the others.
623* PutTheirHeadsTogether: ''Two'' of the possible non-lethal double takedowns. One is notable in that it's preceded by a double ''NeckLift'', the other in that it's ''followed'' by a haymaker that puts their heads together ''again'' like a [[http://en.wikipedia.org/wiki/Newton%27s_cradle Newton's Cradle]].
624* QuantumMechanicsCanDoAnything: The AP mod for the pistol involves quantum tunnelling.
625* RRatedOpening: Well, M-Rated Opening. Adam's violent beatdown, in the beginning, is much bloodier and more brutal than the rest of the game, and the enemies in the Sarif Manufacturing Plant swear a lot more (especially with the F-bomb). After that, the violence and language get toned down.
626* RatedMForManly: Much more than the originals. So many mooks and douchebags are being punched in the face with a polymer and metal fist that it's hard not to get pumped.
627* RageAgainstTheReflection:
628** When talking to the receptionist in Adam's apartment block, you will learn that he is waiting for a replacement mirror. If you head up to his apartment and enter the bathroom, you'll see that his previous mirror has been ''[[NotSoStoic punched hard.]]'' If you read the sticky note attached, it says "Call Landlord. Replace Mirror ''Again.''" And if you read the emails on Adam's computer, you find a message from the landlord, who is exasperated at the number of times this has happened and is wondering exactly why it's continuously broken. So this isn't the first time. You can also find a message stating that the mirror has been delivered but is in danger of being returned if it is not picked up soon. In other words, the landlord is deliberately not replacing the mirror, either to get revenge on Adam for breaking them so often, or just because they're tired of replacing them.
629** This also comes up in one of the dialogue trees when you [[spoiler: confront Taggart in the Detroit Convention Center]]. Jensen openly admits to a crowd of people [[spoiler:(and a live news feed, at that!)]] his reaction upon seeing himself post-surgery.
630* RareCandy: Praxis Kits grant you a Praxis Point immediately as if you had leveled up; very handy, although occasionally boobytrapped.
631* RapeIsASpecialKindOfEvil: As if all of Belltower's dirty ops and thuggery weren't bad enough, the Missing Link DLC strongly alludes that the Belltower mercs are having their way with the female prisoners being shipped to Rifleman Station in emails, and one woman in the detention cell block sounds broken, asking if it's Jensen's "turn" after the others had their way with her.
632* RecollectionSidequest: Downplayed. A game-spanning SidequestSidestory lets you gradually recover the AwfulTruth behind Adam's perfect compatibility with mechanical augmentations -- some of which he has suppressed, but mostly just plain never knew.
633* RedAndBlackAndEvilAllOver: [[spoiler: Belltower]] Spec Ops wear red and black uniforms.
634* RegeneratingHealth: Adopted alongside a more traditional HitPoint system than ''VideoGame/DeusEx'''s SubSystemDamage, but with a substantially longer regeneration time than most first-person shooters using the model, especially at higher difficulty levels. {{Justified}} in the main part of the game as the work of the [[http://deusex.wikia.com/wiki/Sentinel_RX_Health_System Sentinel RX Health System]] that Adam receives during his operation. No word on how his health regenerates during the prologue mission though; chalk that up to tutorial mode mercy.
635* RequiredSecondaryPowers: Adam's immune system is different to most people's, allowing his body to be extensively modified without rejecting the new parts. He doesn't need the neuropozyne that people become dependent on. [[spoiler:Turns out he's the "Patient X" of Reed's breakthrough that Sarif Industries was planning to reveal.]]
636** For a do-it-yourself demonstration of RequiredSecondaryPowers, take the high-jump augmentation, and see how often you maim yourself without also having the Icarus Landing System to go with it.
637* ResearchInc: Tai Yong Medical
638* RevolversAreJustBetter: Even unmodified it takes out most enemies in three shots, is very accurate and doesn't take much space. It gets even better if you add an extended magazine (up to 7 rounds), explosive rounds (that can take down even heavy robots in few shots), and a laser sight (higher accuracy). There's also the fact that ammunition can be found on every level in high quantities, and can be stacked up to 50 rounds (not counting those in the weapon). And pay attention to the [[ShownTheirWork reload animation]] before and after.
639* TheRichHaveWhiteStuff: Hugh Darrow's private quarters at Omega Ranch are almost blindingly white compared to the rest of the game.
640* RidiculousCounterRequest: When meeting Chet Wagner:
641-->'''Adam Jensen:''' I want to know about the Sarif Industries case.\
642'''Chet Wagner:''' Haha. And I want a blowjob and a vintage '05 Bard GT, so I guess we both keep on dreaming, eh? Metalhead?!
643* RidiculousFutureSequelisation: There is a poster for a ''Final Fantasy XXVII'', a nod to Eidos' then-recent acquisition by Square Enix.
644** In the FEMA base, you can find an email in which one worker asks another about seeing "[[Franchise/StarWars Episode 9]]" later that evening. [[HilariousInHindsight Which became remarkably prescient when Disney bought out Lucasfilm about 12 months later and released]] [[Film/TheForceAwakens Episode VII]].
645* RightBehindMe: At one point, Adam comes across two Sarif employees having a conversation about how he was kicked out of the police force following a scandal. If you want, you can have Adam politely butt into the conversation and explain what really happened; he resigned in the hopes of maintaining some dignity.
646* RightWingMilitiaFanatic: The Purity First are this in spades, and [[CallForward the NSF are mentioned several times]] throughout the game.
647* RomanticismVersusEnlightenment: The anti-aug vs pro-aug sides of the debate in a nutshell, though of course, it's more complicated than that. The four endings seem to reflect one side over the other:
648** A: [[spoiler: Siding with Hugh Darrow and exposing the whole truth seems to Romantic. Jensen comes to believe that LuddWasRight, that the calamitous societal effects that augmentation and technology can have, and the potential danger involved if the Illuminati or other entities ever achieved dominance over society through the technology well outstrip the benefits. Therefore augmentation research, and other similar potentially humanity-altering fields of research should be halted full stop.]]
649** B: [[spoiler: Siding with Taggart and lying on the Illuminati's behalf seems to be a fairly cynical Enlightenment perspective. While uncontrolled freedom, and the freedom to access technology, sounds good on paper, for the good of society as a whole, [[HobbesWasRight limits have to be set, and people have to controlled under the Illuminati's monopoly so that any of the potential disasters that can be caused are curtailed beforehand.]]]]
650** C: [[spoiler: Siding with Sarif and lying to protect unrestricted aug research seems to be an idealistic Enlightenment perspective, namely that the process of improving humanity with technology is just another part of human nature, and neither can't nor shouldn't be stopped, and that allowing as [[RousseauWasRight many people as possible to have access to the technology to improve their lives is a legitimately good thing]], and so justifies whatever potential dangers may result.]]
651** D: [[spoiler: Blowing up Panachea seems to [[TakeAThirdOption transcend both sides.]] All three options are equally biased and flawed, and neither Jensen nor anyone else should be forcing one perspective on mankind as a whole, [[RousseauWasRight for mankind itself should come together and determine the right answer on its own.]]]]
652* RuleOfCool:
653** Invoked in-universe by some Picus workers who hold this opinion about Illuminati's GotTheWholeWorldInMyHand statue.
654** Adam wears sunglasses during fights to protect his eyes, rather than a helmet to protect his entire head. Yes he has the dermal armor, but he still wears normal body armor to protect his chest, so presumably his head is also more vulnerable without external armor.
655* RuleOfSymbolism:
656** Per WordOfGod, the penthouse at the top of the TYM headquarters has the sun lighting up the central room from the large windows on both sides. While it is impossible to have the sun coming from multiple directions, it was added to the environment art to hint that as being on the bleeding edge of transhuman technologies and abusing that position, [[IcarusAllusion it was "burning up in the sun" like Icarus]].
657** It's been said by [[invoked]] WordOfGod that the game's world is meant to be the golden age before the first game's dark age. In the non-Director's Cut release, this is symbolized by the gold tint on everything.
658* RussianGuySuffersMost: Dr. Vasili Sevchenko is one of Megan's team scientists, and you meet him the beginning of the tutorial. [[spoiler:After you find them in their captivity, you're told he is the one who made up crazy escape plans and confronted the guards all the time. Guess who doesn't make it out alive. Doubles as a HeroicSacrifice, as his virus is the only thing that allows you to free the scientists in the first place.]]
659** [[spoiler: Vasili's fate is revealed slightly earlier than the trip to Omega Ranch, when the trip to find his GPL signal results in an encounter with Tong Si Hung, who, thanks to the Harvesters he oversees, is now ''wearing'' Vasili's cyberarm.]]
660* RunningGag: Everyone seems to know Adam's communication frequency.
661** Everyone gets [[FourOneNineScam Nigerian e-mail spam]]. It gets ridiculous when you keep finding them in the ultra-top-secret [[spoiler:Omega Ranch]], prompting one person to angrily wonder how the spam gets past their filters.
662[[/folder]]
663
664[[folder:S - Z]]
665* SadisticChoice: Toward the end of ''The Missing Link'' DLC, [[spoiler: Adam is presented with a choice of letting either hundreds of innocent prisoners die in a gas attack, versus one lone scientist who could potentially expose Belltower's misdeeds to the world and bring them down.]] However, [[spoiler: there is a way to save everyone]], even if it's not obvious at first.
666* SavedByCanon: No matter how much [[spoiler: Bob Page]] and [[spoiler: Joseph Manderley]] feel like boss fights waiting to happen, continuity dictates that they'll make it to the credits.
667** Similarly in the prequel novel Barrett, Fedorova, and Namir must survive to appear in the game, while [[spoiler: Gunther]] must survive to make it to the original game.
668* SceneryPorn: The game is running on a modified Crystal Dynamics engine, with a visual style heavily influenced by ''Film/BladeRunner''. ''Of course'' this trope will be in effect.
669* ScenicTourLevel: The walk though Sarif Industries with Megan.
670* SchmuckBait:
671** [[spoiler: The biochip upgrade. When infiltrating Tai Yung Medical, you hear them talking about this mystery chip that they suddenly have to rush-produce. When you have your first real big hard glitch in Heng Sha after the crash-landing, you notice several other augged people reeling over at the very same time, suspiciously synchronized. If you've played the original Deus Ex, you may recognize the name of the World Health Organization head mentioned in the Picus news feed on the Biochip recall: Beth [=DuClare=], a member of the Illuminati. If you opt to get it, you get a cold shutdown of all your augs right before a [[ThatOneBoss very hard boss fight]].]]
672** Trying to use takedowns on bosses. Only one boss ([[spoiler:Namir]]) is vulnerable, and only during a very specific window of opportunity. Otherwise they smack you for 50 damage. This is [[GoodBadBugs not intentional]], and has been fixed in the Director's cut.
673** I'm in [[spoiler: Sandoval's apartment]], the entire place is guarded by [[spoiler: Purity First]], there is a corpse of a Sarif Industries security guard lying on the floor, and a Praxis kit is lying next to him. [[SarcasmMode This seems legit!]]
674* ScrewTheRulesImDoingWhatsRight: No matter which ending you pick, Adam states this, more or less. [[spoiler: In the "Kill everyone on the base" ending, he subverts it by saying that he chooses to destroy the base because even ''he'' doesn't have the right to choose for humanity.]]
675** In the backstory, Jensen refused to fire on a augmented child despite orders. This caused him to quit SWAT and join Sarif Industries.
676* SeeYouInHell: Lawrence Barrett.
677--> '''Barrett''': TELL 'EM BARRETT SENT YOU STRAIGHT TO HELL!
678* SelfInsertFic: Pritchard is writing a novel starring an expy of himself. His would-be publishers are less than impressed with his work.
679* SequenceBreaking:
680** There are a couple of instances where you can complete main objectives ahead of time - such as in Detroit when you can take out the intercom in Derelict Row before you go to the police morgue. And true to the series, [[DevelopersForesight the development team already anticipated your actions]].
681** The player can also sequence break by sneaking into the Hive before visiting the Hengsha Court Gardens the first time they arrive in China. Doing so triggers a cutscene showing Tong talking to a Belltower operative about Van Bruggen.
682** There is a way to skip the [[spoiler:confrontation with Wayne Haas in the lobby of Jensen's apartment should the player choose to have Adam sweet talk his way into the morgue in the first Detroit chapter]]. Between the lift doors opening and the cutscene triggering, the player can, for example throw a concussion mine outside the lift doors to stun him, causing him to become Alarmed and draw his sidearm, or for a lethal alternative when the doors open a Typhoon can be triggered, mowing him down before he has a chance to even open his mouth. And many variations in between.
683* SeriesContinuityError: [[spoiler:In the Picus TV HQ, you can find an email that reveals that Nicolette [=DuClare=] works there. Nicolette was in her 20s in ''VideoGame/DeusEx'' meaning she probably wouldn't even be born yet.]]
684* ShaggyDogStory: The TieInNovel, ''Deus Ex: The Icarus Effect'' by James Swallow. It just barely avoids [[spoiler:[[ShootTheShaggyDog shooting the Shaggy Dog]] at that. The protagonists survive by the skin of their teeth, but never make the slightest difference in the Illuminati's plans.]]
685** And the game itself, for that matter. Yes, you have four different endings to choose from which may or may not make a short term difference to the current situation, but it's not only a given that the world is gonna go to hell in the 25 years that follow before ''Deus Ex'', but also [[spoiler:Adam's quest to find and reunite with Megan (which he explains to her was his sole motivation behind everything he did) is completely pointless. Even after he rescues her, she doesn't get back together with him, and ''willingly'' returns to Bob Page to continue the work she was doing. Not only that, but no matter which of the MultipleEndings Adam chooses, the events of VideoGame/DeusEx still come to pass.]]
686* ShockAndAwe: One possible way to kill [[spoiler: Fedorova : blowing Eliza's generators will electrify the coolant, stunning her and wounding you. Except you can regenerate or become immune to electricity with an aug.]]
687* ShockwaveStomp: The Icarus landing augmentation allows the user to jump from a rooftop and land unharmed, with the option of bowling over anyone within a small radius. Slightly buggy, as it's supposed to be non-lethal but often kills those it bowls over.
688* ShootTheHostageTaker: At the end of the first mission, you must attempt to save Josie Thorpe from Zeke Sanders, who has taken her as a hostage. Among the many options is to shoot or taze Zeke before he can hurt his hostage, though hitting anywhere other than his head [[DeadMansTriggerFinger will result in one extra dead person]].
689* ShopliftAndDie: Armed guards and police will respond with lethal force to any and all shenanigans.
690* ShoutOut: [[ShoutOut/DeusExHumanRevolution Boatloads.]]
691%%
692%% NOTE TO TROPERS: Stop putting the entries on this page. They belong on the Shoutout subpage.
693%%
694* ShownTheirWork: The buildup of glial cell tissue is a real problem, and the real reason why we don't already have cyborg limbs in widespread use. The unfortunate side-effects of medications used to prevent this are also present in real life.
695** Batteries that can generate electricity from the sugar in human blood have also been developed in RealLife and it's expected that they could be used to power cybernetic microchips. Jensen eating candy bars to power himself up isn't so implausible as some might think!
696*** Strangely, the energy bars are explicitly stated to be sugar-free.
697* TheSingularity: Harvesters occasionally allude to it as their ultimate goal.
698** David Sarif also believes in it, and in Sarif ending Adam expresses the same. Hugh Darrow wanted it, but [[spoiler:changed his mind and tried to reverse it with his signal.]]
699* SlobsVersusSnobs: The DRB live in a very run-down area, rely on sheer numbers, and get their weapons from various shady sources. The MCB live in a costly apartment, have gold-plated augmentations, give themselves fancy nicknames, and get their weapons from guys who own computers and fancy storage lockers with sophisticated security systems.
700** Tai Yong Medical cranks out cheap, mass-market augmentations built with substandard materials, and routinely engages in corporate espionage and hostile takeovers. Sarif Industries makes expensive, high-quality augs, and are forced to fight dirty to stay afloat in a volatile market.
701* SnarkToSnarkCombat: In the bonus mission when you preorder the game, Jensen is faced with a rather snarky Harvester.
702** About half the conversations between Adam and Pritchard.
703* SocietyOnEdgeEpisode: This is set during a time when human augmentation (basically cybernetics) is starting to take off, leading to a divide between people who just want humanity to be "natural" and those who want to augment everything.
704* SoftGlass: Averted in the post-tutorial cutscene, when Adam gets flung through a large glass computer screen he gets cut to shreds, with shards visibly sticking out of his hand, and was simultaneously disemboweled.
705** It is hinted that the glass shredded his left arm so badly that replacing it with a bionic limb was completely necessary. Also, during the surgery/augmentation cutscene, a doctor can be overheard exclaiming "How thick was that glass?!" in reference to Adam's injuries.
706** Even after being augmented with arms that can punch down walls, Adam has a hard time breaking down a reinforced glass window.
707* SourGrapesTropes: A lot of these regarding augmentation. Half of the FantasticRacism against cyborgs is because people hate the BodyHorror; the other half, though, is pure jealousy that not everyone will be able to shoot laser beams from their fingertips. The rich aren't just getting richer, they're getting superhuman because only they can afford to be.
708** Especially jarring in the perspective of the first game of the series. People go to great lengths to augment their body with biomechanical implants only to learn that twenty years later they are considered obsolete. Of course, common people in 2027 could not predict that nanotechnology will be the next big thing so quickly (besides exactly one random person you can talk to).
709* SpannerInTheWorks: As it is shown, the entire ''franchise'' would have gone in a different direction, [[spoiler: with the Illuminati controlling the world with MassHypnosis]], hadn't [[spoiler: Hugh Darrow got an attack of jealousy as well as a desire to expose the Illuminati by reprogramming the biochips with the HatePlague, which directly caused the Aug Incident.]]
710* SpellMyNameWithAnS: It's ''[[http://deusex.wikia.com/wiki/Panchaea Panchaea]]'', not 'Panchea'.
711* StarterVillain: The Purity First terrorists, a gang of several dozen [[FantasticRacism anti-augmentation extremists]] who in the first formal mission have occupied a Sariff Industries facility, taken hostages, killed some, shot at the police, and set up a bomb that they're threatening to detonate if their demands are not met. After Jensen deals with them, he quickly delves into the real plot by following a trail from their UnwittingPawn of a leader. They show up again later in the game, but are even less important at that point and Adam can slaughter what's left of them with no consequence.
712* StealthPun: When looking for Eliza, the first place you look is Room 404. [[spoiler:And indeed, File Not Found. The mainframe location? Ditto 802.11 - the Wi-FI standard.]]
713** Look for a bottle of whiskey. Looks almost like a Jack Daniels label, right? Look closer. [[MilitaryAlphabet The whiskey is Tango Foxtrot.]]
714* StealthRun:
715** Another possible way to play through the game, just like PacifistRun. The two will probably go hand-in-hand; avoiding people like the plague makes it easier to avoid killing them. One incentive for a stealth run is the "Ghost" bonus for moving through an area without any enemies becoming aware of you at all; it's hefty and more than makes up for the points you might have gotten by defeating the enemies in the area.
716** There are two kinds of this. One, Ghost usually gives you 500 points and is given if nothing sees you. Two, Smooth Operator (usually 250) is given if no alarms are set off in the mission. You can get both of these in mission, but it's possible to set of the alarm without being seen (leave a body where a camera or other guard can see it, or make too much noise). You can also be seen without setting off an alarm.
717* StealthyMook: Belltower Sneakers have the invisibility aug. Luckily, they're also {{Fragile Speedster}}s, and can be taken down with ease.
718* TheStinger: [[spoiler: [[https://youtu.be/Wf21Dl1vNvg Megan Reed goes to Bob Page]] with Jensen's cell samples, leading to the creation of the Denton brothers, and the original ''Deus Ex''. [[ShaggyDogStory This happens no matter which]] of the MultipleEndings Jensen decides. ForegoneConclusion.]]
719* StockScream: Can be heard during the second visit to Hengsha, during the [[spoiler:first augmentation glitch you experience there]]. A man standing by the stairs falls over the railing with a distorted-sounding scream that's either Wilhelm directly or modeled to sound like it.
720* StoryDrivenInvulnerability: Generally avoided by adding areas where you are not allowed to use your weapons in. However, later in the game, important [=NPC=]s appear outside of these areas. If you shoot them, they don't even flinch. A notable example is Taggart in the convention center.
721* StupidityInducingAttack: The CASIE Aug works like this as it uses pheromones to reduce the target's logical thinking ability and directs them towards actions that will benefit you if you convince them with the right words as well.
722* SuperhumanTrafficking: The Harvester gang likes to kidnap people with [[ArtificialLimbs augmentations]] and cut them out to either sell or install in themselves. Not a very nice group of people, all things considered.
723* SuperSoldier: Adam, the Tyrants, and most augmented soldiers.
724* SurprisinglyRealisticOutcome: After you arrive at Sarif Industries for the first time, you're given the opportunity to look around before heading to the first mission. Your allies will tell you [[ContinueYourMissionDammit to hurry up if you keep holding it off]], but you can wait as long as you want like in the previous two games. When you inevitably go on the mission, you head on in...only to find all of the hostages dead before you even get there if you chose to take your time. Needless to say, [[WhatTheHellHero you'll be chewed out for it]].
725* SuspiciousVideogameGenerosity: Even though ammo is extremely scarce, it's played straight in every boss battle.
726** Less than perfectly generous, though, as these supplies are usually located inside the boss room. The player is forced to collect and equip while under fire.
727** There is a storage room [[spoiler:''directly'' before the second boss (Fedorova)]] that contains a Heavy Rifle with literally hundreds of rounds of ammunition. That is probably the single best hint the game gives you that something really bad is through the next door.
728** The ''Missing Link'' DLC has a variant; [[spoiler:You've given 10 minutes in real time to defeat 5 mooks and make a SadisticChoice. However, players who've gotten this far in the game (Especially in the ''Director's Cut'') can probably reach the decision part in just a few minutes, and you don't have to choose immediately. GenreSavvy players likely figure out that there's a hidden third option.]]
729* SwissCheeseSecurity: You can potentially avert this or play it straight, depending on how stealthy you are. A few times, other [=NPC=]s also play it straight, like leaving usernames, passwords, and keycodes laying around or sent through email. TruthInTelevision, as many IT professionals will tell you; some people really are that careless with their passwords - something that [[LampshadeHanging bugs Pritchard to no end in the first half of the game.]]
730** One computer terminal has a large sheet of paper taped next the it that straight-up tells you the password in big red letters.
731* SwordDrag: Done by Adam in one of his lethal takedown animations.
732* StockFootage: The endings all use various media footage from numerous historical events, such as workers laying down railroads, the Challenger blowing up after launch, Enron oil protesters, the housing collapse of 2008, footage of the Pope, George W. Bush with other political leaders, and numerous other footage.
733* StoryDifficultySetting: The game (which provides the page image) frames its Easy-Normal-Hard difficulty settings this way, explaining them as "Tell me a story", "Give me a challenge", and "Give me ''VideoGame/DeusEx''", respectively.
734* StylisticSuck: "Hearts of Steel", a hilariously bad romance novel with an augmentation slant to it.
735* TakeThat: The [[TheyChangedItNowItSucks "If you want to make enemies, try to change something"]] quote seems pretty tongue in cheek when you realize all the flack the devs received for making a new Deus Ex.
736** SelfDeprecation: They sneak in a few self-criticisms here and there in regards to how many planned features (both aesthetic and otherwise) they ultimately had to omit for the release version. One example can be seen in the convention centre, where a pair of repairmen comment on how the escalator (which like all others, is completely non-functional) is essentially no more than a piece of background scenery.
737* TalkativeLoon: The [[spoiler:crazies]] fought in the final level.
738* TalkingTheMonsterToDeath: You can solve some problems through diplomacy, and there's even an augmentation you can dump points into that lets you read the opponent's probable reaction or provide more dialogue options. This is important; saying the right thing at the wrong time can ruin the other person's mood, and you can't get through a conversation very well by staying in the same stance throughout it. The actual conversations vary slightly every time you play the game, so you can't just go with the same responses every time.
739** You also get achievements for "defeating" the various major faction leaders in philosophical debates.
740** Averted horribly with some bosses, like Barrett - and God help you if you went the stealth/hacking route.
741** There's also the "pheromones" system which also unlocks with the basic function of the social augmentation. A little meter with pips under "Alpha/Beta/Omega" appears during some conversations. As the person speaks, parts of it will light up, indicating what forms of persuasion a person may be susceptible to, and eventually, you may get the prompt to activate the pheromone system (appeasing them, talking like they're your best friend, or intimidating them, essentially). When used on quest-givers, you can coax extra information out of them. You can also use it during the "social boss battles," as a "shortcut" for winning the debate. Using this shortcut, though, may have consequences later.
742*** Not to mention using the shortcut doesn't always yield you the best option. Just enough to get things done.
743* TakeAThirdOption: The hostage situation with Zeke Sanders at the beginning of the game. Do you save Josie Thorpe and let Zeke go, or do you try to take him down and let the hostage die? Or, if you're a good enough shot, you can opt to fight Zeke and then [[BoomHeadshot kill him]] or [[StaticStunGun leave him drooling on the floor]] before he can manage to shoot her.
744** Or, if you milked all of the possible XP out the tutorial stage, you can take the Double Takedowns augmentation, sprint up to Zeke, and use a takedown on him and Josie. If the takedown scene starts before Josie's death animation finishes, the game will overwrite her "dead" status with a "knocked out" status.
745*** This is because [[https://youtu.be/bPvAe86KyWg takedowns are complicated]].
746** After dispatching the final boss, [[spoiler: Jensen can broadcast the message of either Hugh Darrow, Bill Taggart, or David Sarif, or he can TakeAThirdOption by activating Panchaea's self-destruct sequence]].
747** The Missing Link DLC forces Jensen to choose between [[spoiler: diverting gas to one of two locations, saving either hundreds of innocents or a single scientist needed to bring down Belltower.]] However, [[spoiler:an alternate route (which can only be reached with the high-jump and lifting aug, or creative use of exploding barrels and cardboard boxes) lets you destroy the gas dispersal machine itself, saving both. Doing so will earn the player the "All of the Above" achievement/trophy.]]
748* TakeCover: A first for the series, and something of a necessity (''especially'' at the higher difficulties), though the switch from first to third-person perspective has elicited its share of negative fan responses. Besides the advantages, a third-person camera gives, however, it's no better or worse than just crouching behind the same object.
749** On stealth playthroughs the cover system is just as useful for remaining unseen, especially since you have to crouch to walk silently and the low angle makes it hard to see around.
750* TakeThat: [[spoiler: Quinn]] notes that the term ''Invisible War'' has been frequently misused.
751* TakeYourTime: Mostly played straight, although the first mission averts this. If you dick around in the Sarif Offices when you are supposed to be rescuing hostages, you'll arrive only to find them all dead. In addition, during conversations, especially the "social combat" sequences, you'll get yelled at by the other person if you take too long picking a response.
752* TallPoppySyndrome: AKA The Icarus Effect. Described as a biological as well as a social phenomenon where, to maintain "stability", if a small number out of a large group attains some distinct advantage, those lacking that advantage will attack the abberants until that advantage is gone.
753* TapOnTheHead: Punching an enemy's lights out leaves them out permanently unless one of their buddies can wake them up. You can lollygag for hours and find KO'd people where you left them, allegedly alive when they should by all rights be dead from concussions and skull fractures.
754** If you start dragging a body that's been sleeping for a ''really'' long time, the "Sleeping" icon may switch to a "Dead" icon. This is believed to be a bug, however, because it does not count against the PacifistRun achievement.
755** If you use lethal combat when you [[spoiler:meet Keitner in TheReveal that she set you free]], it's mentioned a lot of men were killed. If you use non-lethal combat it's mentioned a lot of them ended up ''in comas.''
756* TechMarchesOn: A possible in-universe case: Boxguard robots look similar to the [[https://youtu.be/cHJJQ0zNNOM Big Dog]] robot. Since RealitySubtext was always part of the game, it is possible that the developers intended the boxguards as fully functional successors to the Big Dog.
757* TechPoints: Praxis Points, which are granted to you after you gain an Experience Level, or when you buy/find Praxis Kits. They act as a fusion of the augs from the first ''Deus Ex'' and that game's skill system.
758* TechnicallyLivingZombie: The "crazies" you encounter in [[spoiler:Panchaea]], augmented humans who [[spoiler:have gone insane due to Darrow's signal messing up their augmentations.]]
759* TechnicalPacifist: Many of Adam's non-lethal takedowns are fairly wince-inducing. Of course, he has to make sure they ''don't get up''.
760** [[https://youtu.be/fTOxcWR1y6E Adam Jensen, man of peace]].
761*** Infamously, the game's bugs [[UnintentionallyUnwinnable can lead to a character's death with no warnings, even when you took them down "peacefully."]]
762* TemptingFate: An internal memo at the police department describes a young officer with friends in high places, who is to be kept in a safe position within the station until he has enough experience to be promoted. The memo mentions he's to be in charge of the armory.
763** And then there's the bodyguard in the "Rotten Business" sidequest. If you refuse to pay him for info on Ning's whereabouts, He will say something like "And don't try knocking me out or anything. It's not like I have the info conveniently on me..." As it turns out, [[spoiler: he doesn't, but he's begging to be knocked out nonetheless; with the CASIE mod you can convince him to give you the location and then wallop him.]]
764** And who could forget the guard at TYM who jokes about the indignity of "death by vending machine", with throwable vending machines within spitting distance!
765* TheCobblersChildrenHaveNoShoes: Hugh Darrow, the inventor of neural augmentations, can't use them.
766* TheDogWasTheMastermind: In ''The Missing Link'', [[spoiler:"Quinn" (not his real name) the game's only merchant and Keitner's informant turns out to be the supposed connection to Interpol responsible for Adam being set free.]]
767* ThisIsReality: During combat, Belltower mercs can shout "This isn't a game!" Yes it is.
768* TimeBomb: There's a gas bomb in the factory in a room full of hostages. The player can defuse it by punching in the keycode, [[WireDilemma hacking the keypad]] or [[spoiler: [[TakeAThirdOption shooting a key component]]]].
769* TitleDrop: At the end of Adam's reconstruction sequence.
770* TooAwesomeToUse: The PreorderBonus Grenade Launcher. You get an weapon second only to the rocket launcher in terms of sheer power, that turns [[spoiler: Jaron Namir]] into a joke, but you only have ten rounds of ammunition for it.
771* TrailersAlwaysSpoil: Thanks to [[https://youtu.be/hoRwOux7Ofw?t=269 this video]], we know that [[spoiler: Faridah (your pilot)]] may possibly be killed during the game.
772** Confirmed by one of the game's [[http://www.gamefront.com/deus-ex-human-revolution-achievements/ secret achievements/trophies,]] which is awarded if you save their life.
773** The Gamescom 2010 trailer pretty much blew the lid off of [[spoiler: Tong Si Hung's KingIncognito ploy.]]
774** The "House Of Revenge" Trailer made it quite explicitly clear that [[spoiler: Eliza Cassan is an AI]].
775*** That same trailer also pointed out that [[spoiler: Sarif knew more than what he told you]].
776** Several trailers also contain [[spoiler: Adam stating "Corporations have more power than the government" whilst showing the Illuminati logo behind the US seal in a pan out of a dollar.]] Granted, [[spoiler: they've appeared in the series before]], but considering it's part of TheReveal, it's not exactly subtle.
777* TrailersAlwaysLie: [[spoiler: The [[https://youtu.be/m2Yhy8TCl54?t=78 "House Of Revenge"]] Trailer portrays Zhao Yun Ru as a helpless pawn in the hands of the conspirators, showing her begging for help from Adam. Of course, this trailer cut out the next few seconds of that event where she seals herself in a panic room and continues to play a major part in TheConspiracy of her own free will, eventually merging with the Hyron Project and becoming the game's final boss.]]
778** The same trailer seems to imply that [[spoiler: David Sarif is actually a CorruptCorporateExecutive that you will have to confront. In reality though, while he is no saint, he has the general interest of Sarif Industries and augmentation at heart. While you do confront Sarif at one point of the game, (and even have the option of killing him at the end either directly or indirectly) it isn't as serious as the trailer makes it out to be.]]
779** There's quite a bit of cutscene footage from trailers that does not appear in game, and is often in conflict with it. Fedorova gunning down protesters to make the riots escalate for instance. [[spoiler: In game, she's dead before the riots begin.]]
780** Several key plot moments were also altered in trailers for plot reasons: for example, the E3 2010 trailer has [[spoiler: Jensen watching Megan getting dragged away and Barret turning up mid-rooftop fight, strangling Jensen and screaming "I'll take you to hell!".]] In the final game, [[spoiler: Megan's survival is made less obvious and Barret turns up as a boss in a warehouse, rather than in the climactic showdown shown.]]
781* {{Transhuman}}: Well, duh.
782* TranquillizerDart: Adam Jensen continues, or rather, sets the precedent for JC to follow, and has access to a tranquillizer rifle.
783* TrapIsTheOnlyOption: Discussed a little late in a level that has become more and more obviously a set-up as you progress. The trap starts to close just as Jensen discovers the location of information about what's going on.
784-->'''[[MissionControl Pritchard]]:''' Get out of there, it's a trap.\
785'''Jensen:''' We knew that.
786* TraumaCongaLine: Adam, poor Adam. First, he gets involved in an incident involving shooting and killing an out-of-control augmented kid. Then he quits from his job as a S.W.A.T. officer over his superior's reaction to said incident, leading to them claiming they fired him and doing everything in their power to make him look like an unstable {{Jerkass}} entirely responsible for said incident. Then the game starts. Not too long into his new job, his workplace gets attacked, a lot of people get killed, including his girlfriend [[spoiler: who actually survived, became lead researcher on a project that requires a constant flow of innocent abductees to be killed in order to function, and might be romantically involved with the man who shot Adam in the head and kidnapped her]], and he gets severely wounded from a) being thrown through a thick glass display, b) having the crap beat out of him by an augmented supersoldier, c) shot, d) being trapped in a burning building, and e) having a load-bearing wall collapse on top of him, which ironically ends up saving his life. Then he's augmented beyond the pale without his consent, although he really wasn't in any state to give any. During this process, his neighbor, unsure of whether or not he's going to survive, has his beloved dog put to sleep. Then the game really gets going, and it would take an ''entire page on its own'' to describe the shit he goes through there. About the only upsides to his life is that he's now a much more difficult target for the many people who want to kill him, and due to biological quirks he has no need for neuropozyne, which causes such crippling addictions in everyone else.
787* TheTriadsAndTheTongs: Tong Si Hung runs the Harvesters, Hengsha's local triad gang.
788* TranslationConvention: Possibly. You can understand the Chinese spoken in Hengsha just fine, although Adam never seems to speak it. It seems possible that the text display in the HUD, just like everything else, is ''literally there'' and is providing him a realtime translation.
789* TrickBullet: The assault rifle shoots self-propelled [[FlechetteStorm flechettes]]. A weapon mod gives the the projectiles the ability to steer around corners and home onto targets.
790* {{Tuckerization}}: It appears that [[spoiler: Kevin Mitnick]] is well and works for a large Chinese corporation as a senior network administrator.
791** Australian ex-Prime Minister John Howard is writing angry emails to Picus about the depiction of his country in the news.
792** One of the Picus news crawls mentions an interview with "elder rocker [[Music/JonathanCoulton JoCo]]."
793* TwentyMinutesIntoTheFuture: It's set in 2027.
794* TwoferTokenMinority: Arie van Bruggen is black, a foreigner (i.e. neither American or Canadian) and has a name that indicates he has Dutch ancestry.
795** Adding a third one to the list, it is implied that he is bisexual.
796* UnexpectedGameplayChange: [[spoiler:The final level of the game has been compared to ''VideoGame/Left4Dead.'']]
797* UnexpectedlyRealisticGameplay:
798** Adam's first mission is to deal with a hostage situation at one of Sarif's factories. Take too long to begin the mission and the hostages Adam was supposed to save will be dead by the time you arrive.
799** If you act like a KleptomaniacHero around the Sarif building, breaking into offices and stealing everyone's stuff, you'll find an email on one employee's computer mentioning this. Suggesting they report it to the security chief (you).
800** Taking the increased jump height augmentation, without the Icarus Landing system, can result in Adam getting hurt or even dying, since he doesn't have the RequiredSecondaryPowers to land properly.
801** Even if they don't kill the target, Adam's non-lethal takedowns are far from harmless. As the base commander from The Missing Link DLC mentions, a lot of the men Adam knocked unconscious are in comas.
802** When a random civilian tries MuggingTheMonster by threatening to call security forces on Adam, you can change his mind by pointing out how easy it would be for Adam to break his bones. There's also nothing stopping you from just exiting the conversation and performing a take down on the spot either.
803** A crooked bouncer demands money in exchange for the location of a missing prostitute. If you refuse to pay he'll point out that it's pointless to threaten him since "It's not like I have the info conveniently on me...". If you knock him out or kill him, you fail the mission. In another case of ensuing reality, there's nothing stopping you from paying him, getting the info and THEN knocking him out or killing him to get your money back.
804** If Adam convinces his old acquaintance at the Police Station to give him security clearance while he is infiltrating the station, he will later be fired for giving an unauthorized individual access to restricted areas.
805* UnitedNationsIsASuperPower: Not so much as in the original game, but from what has been seen so far, it is apparently more powerful than today, since many [=NPC=]s talk about a UN resolution and give it the same weight of importance one would give legislature in a national, state, or city government.
806** [[spoiler: At the end, Taggart mentions reorganizing and strengthing the UN and giving it the ability to fight problems like terrorism. This may be a subtle hint that the Taggart ending was eventually the canon one, considering the state of things in the original game.]]
807* UniversalChaplain: The computers at the Rifleman Bank Station (in the "Missing Link" DLC) have e-mails from a chaplain who mentions that he not only conducts regular non-denominational services for the Belltower soldiers, but he is also capable of presiding over services for 6 types of Christianity, 3 types of Judaism, 2 types of Hindu, 2 types of Islam, 2 types of Voodoo, 2 types of "Scifi-entology", as well as Rastafarian, Shinto, "Lower South-Side Druidic" Neopaganism, and Ancient Egyptian (!). Either this guy is CrazyPrepared for the job or, based on his additional comments that he's also up for basketball, boxing, and playing jazz, [[IJustWantToHaveFriends he might just be really lonely.]]
808* UnstableEquilibrium: The hacking minigame. If you invest in hacking augs early and hack often, you'll quickly gather a stockpile of Nuke! viruses that enable you to claim nodes without alerting the system, and Stop! worms that put alerts on hold for a few precious seconds. If you wait too long, you'll use up every one of the viruses and worms you find just ''trying'' to hack the level 4/5 computers that are ''everywhere'' once you get to Montreal. Indeed, the Praxis system in general. The major experience bonuses are only available with specific augs activated - the Traveller bonuses usually need high jump and/or Icarus Descent, combat requires the Reflex Booster, hacking requires an array of hacking augs - and better defenses don't trigger bonuses. Choose utility early on, and you can afford defenses later. Choose defenses, and you'll never get enough Praxis to gain utility.
809* UnusualEuphemism: "Hanzer" for mech-augs, a slang version of "enhancer" for someone who enhances themselves, along with "Natch" for "naturals", or non-augs.
810* UnusuallyUninterestingSight: a lot of {{Non Player Character}}s don't blink an eye at Jensen's antics, even if logically they should have motivation to. Say you climb a fence to get into the back area of the police station, in full view ''of'' a patrolling police officer. What would you expect him to do? And, given the trope we're discussing, what do you think he actually does?
811** Same thing for using pretty much any augmentation. Trenchcoated man BASE jumping off an apartment building with a golden glow surrounding him, or appearing out of nowhere thanks to his invisibility cloak? Not worth comment apparently.
812* UpliftedAnimal: You can overhear two gangsters talking about [[{{Pun}} Dogmentation]].
813* UrbanSegregation: Hengsha is the epitome of this. The rich living on the top in spacious houses and gardens. While Lower Hengsha features cramped living spaces and no view to the sky as the other city is literally built on-top of it. This even follows over into industry where manufacturing plants are in the lower city while offices and research labs are above. There are numerous people wishing to [[IncrediblyLamePun move up in the world or lamenting their current lower station in life]].
814* UtopiaJustifiesTheMeans: Sarif seems very upbeat about using augmentations to enhance the human race, but [[http://www.ign.com/videos/2011/05/31/deus-ex-human-revolution-revenge-trailer this trailer]] has him saying how some will be left behind, and that it is just "evolution."
815* VengefulVendingMachine: A security guard in Tai Yong Medical tells a story of how he almost got crushed by a vending machine when he tried to tip it. [[TemptingFate Said security guard is standing quite close to a vending machine]]. [[WreakingHavok Hmmmm.....]]
816* TheVeryDefinitelyFinalDungeon: [[spoiler: Panchaea, Hugh Darrow's ElaborateUndergroundBase where you get to decide the future course of humanity. [[ForegoneConclusion Sort of.]]]]
817* VideoGameCaringPotential: When Jensen is talking to an old colleague from his SWAT days, the player can choose to absolve him of blame for shooting a child during a raid they were part of. However, this leads to the colleague getting fired for breaking protocol - but then Jensen can arrange for him to get hired at Sarif Industries as a security guard. Of course[[spoiler:, given the endings]], this might not be such a good thing...
818** Choosing to [[spoiler:rescue Faridah]].
819** Doing a PacifistRun even after you've gotten the [[CosmeticAward achievement]]. It's all well and good to kill the [[BossFight Tyrants]], who force your hand, but most of the soldiers/mercs are [[PunchClockVillain just doing their job]], and [[WhatMeasureIsAMook probably have families]]. One e-mail in [[spoiler:Omega Ranch]] has a soldier talking about his kids; if he's one of the soldiers you kill, they're getting phone calling saying that daddy's never coming home. Of course, you have a lot of options to deal with {{mook}}s that [[TechnicalPacifist don't end in death]].
820** In The Missing Link, a generator will snap and cut off power to one cyropod, a complete stranger who'll be rendered brain dead if you take too long. You can choose to repair it before anything bad happens.
821* VideoGameCrueltyPotential: With the exception of a few certain areas, where any form of fighting is disabled, any [=NPC=] can be killed in the most graphic ways possible. Random passerby snubbing you for being augmented? No one will ever denounce you again to your face when you [[https://youtu.be/DsZYFU1cpNA impale them with your arm-blades]]. Are those some prostitutes? Well get your [[https://youtu.be/02tfbGkXzsU slapaho]] on. Hobo begging you for money? A robo-fist to the face will solve that problem. Adam can solve many [[https://youtu.be/uvoBA4EFLUQ problems]]...
822** One of the first things you can do once you get a modicum of freedom is talk to Cassandra Reed, Megan's mother, tell her that her daughter died in agony burnt to a crisp and then murder her with a lethal takedown.
823** That receptionist at your apartment building? [[https://youtu.be/whtNHRYJnrU You can knock her out, take her up to your apartment, stuff her in your secret stash, and fly away to China for a few days.]] That'll show her to keep your shiny new mirror in the warehouse.
824** Even if you play the game "properly" this still counts. Unsuspecting guard on a smoke break? Slam your blade into their legs, and finish them off by slashing their throat open!
825*** Or, hide in an air vent and use your sniper rifle to pick off members of a squad one by one, as they freak out and desperately search for you. Even the non-lethal weapons have a lot of potential: it's possible to taser/tranq somebody in the crotch.
826*** It's also possible to mine corpses.
827** There's also a lot of potential during conversation, especially when talking to your ex-colleague from SWAT. Crush > Crush > Crush.
828*** Even worse - you can lead him down the Absolve path, and have him plead "I need to hear you say it wasn't my fault." And then choose '''Crush''' at the tail end. Although sometimes, choosing the crush conversation path provides just enough tough love to snap him out of his depression.
829*** If you have the CASIE you can also threaten to report him for the pills in his trash-can, in which case [[spoiler:he comes back to kill you]]. Well, then it's self-defence, isn't it?
830** The Plasma Rifle's description states that it can potentially ''disintegrate'' human targets. You get it at the final level of the game, where the ''only'' human targets for you to attack are innocent workers [[spoiler:who've been driven insane by the kill switch]].
831* ViewersAreMorons: Invoked. There's an email you can read at Picus where one of the corporations execs reminds their writers that people have the collective emotional maturity of a five year old and that Picus should treat them as such.
832* VillainBall: Barrett. [[spoiler: He tells you the exact address of his co-conspirators seconds before trying to kill Jensen by TakingYouWithMe. Had he said anything else or nothing at all, Jensen would have no leads and the villains' plan would have gone off perfectly.]]
833* VillainHasAPoint: The Purity First propaganda video states that corporations are using Neuropozyne to control augmented people and can even send send messages directly to their brains. Both of which turn out to be true.
834* VillainWithGoodPublicity: We already know Bob Page is one from the first game, but Human Revolution expands heavily on that - in his e-mails, he is personable, isn't shy of using emoticons, and insists that people call him "Bob" instead of "Robert" or "Mr. Page". To give an idea how good he is, [[spoiler: Gary Savage]] believes that Page will put an end to the human experimentation in [[spoiler: Rifleman Bank Station]] when he hears it, not knowing that [[spoiler: he is indirectly behind the whole project]]. Really, every member of the conspiracy is this with the exception of [[spoiler: Eliza]] and that's only because [[spoiler: she's an A.I. that isn't doing this willingly]].
835** One of the ebooks you find mentions that Belltower was created to be a more moral PMC. Turns out that they're heavily involved in [[spoiler: kidnapping, murder, corporate espionage and apparently torture]].
836* ViolationOfCommonSense: The game not only allows, but ''expects'' you to create some truly insane jumping puzzles if you don't have the right augmentations to bypass an obstacle. Why invest points in hacking when you can go past a gate, or a laser grid, by creating a stairway out of ''cardboard boxes''?
837** You can also use crates to block the lines of sight for cameras ''and even guards''
838** Using a fridge as mobile cover and weapon. Arguable if the fridge was intended to be used like this.
839* VitriolicBestBuds: Jensen and Pritchard snark at each other more than anything else; the fact they haven't strangled each other probably speaks volumes about how much they're willing to tolerate from each other (or at the very least, their insurance policies).
840** Towards the end of the game, notably the last two levels Pritchard's snarkiness nearly disappears. That's not to say Jensen's doesn't. Most notably their last exchange reflects this.
841--> '''Jensen:''' Have you been able to raise anyone?
842--> '''Pritchard:''' I’m picking up several glimmers, but there’s too much interference. I - I think you’re … on your own, Jensen.
843--> '''Jensen:''' Careful there, Francis. You almost sound like you regret that.
844* TheVoiceless: Fedorova. Aside from a few grunts and shrieks during her fight she never speaks. In the novel it's revealed that even her fellow mercenaries can't remember the last time they heard her speak.
845* VoiceWithAnInternetConnection: Several, including Sarif, Pritchard and Malik.
846* WakeupCallBoss:
847** Barrett is the first of the infamous bosses you'll face in the game -- in this case, the wake-up is that you must be prepared to fight other bosses in the future. It is only when fighting them that you will ''need'' combat skills.
848** Barrett remains a wake up call boss in the "Director's Cut", but for a different reason for veterans of the original game: he's the first indication that a) the boss battles have been significantly redesigned, and b) the tactics that you used before (in most cases) ''will not work'' ([[spoiler: In Barrett's case, there's not enough gas/explosive cylinders around to take him out anymore...unless you can get into the other storage rooms]]).
849* WannabeLine: The Hive has a small line, but Jensen has other ways of getting in, including [[AirVentEscape through the vents]], [[AbsurdlySpaciousSewer through the sewers]], and [[HeyYouHaymaker through the bouncer]].
850%%* WeCanRebuildHim: Adam Jensen.
851* WellIntentionedExtremist: Almost everyone, actually, leading to the GrayAndGreyMorality. There are some definitely evil people who don't care about anything but killing you and anyone else in their way, but the big players fall under this trope.
852** Michael Zelazny falls under this completely. He only wants to end corruption in some of the major governments, even at the cost of human lives. He will openly admit to Adam that he knows full well that he is committing murder, and that he expects nothing more but punishment in the afterlife, but his actions are all but necessary.
853* WhamLine:
854--> '''Zhao''': Reed and her team have [[ChekhovsGun subdermal GPL implants]]. [[spoiler: They'll be tracked! [[DeathFakedForYou Kidnapping them was a mistake!]]]]
855** Also:
856--->[[spoiler: '''Bob Page''': Please. Call me Bob. ''(cue Videogame/DeusEx theme)'']]
857* WhatMeasureIsAMook:
858** Like previous games, the player can hack computer terminals to read emails to and from other characters, even otherwise unnamed ones. Many provide a glimpse into characters' personal lives.
859** In "The Missing Link" DLC, the player finds emails from the (enemy) base chaplain. One in particular reveals that many rank-and-file troopers have been coming to him with ethical concerns about what they've seen and done.
860* WhatTheHellHero: If you waste too much time in Sarif Industries before the first mission, then the hostages will be dead by the time you get there. Expect the police force to give you an earful.
861** The SWAT officers will give you hell no matter what you do in the factory after the mission is over. Use lethal force on Sanders? You killed someone who could have been questioned, you bastard! [[note]] The fact that you did so to save a hostage is irrelevant.[[/note]] Use lethal force on the armed, hostile criminals with hostages (and who killed at least one hostage before you arrive)? You're a goddamn murderer, to quote one of the SWAT officers. Take Sanders down alive? Good job, Jensen, now he's going to be able to keep spreading his hate speech! You can't ''win'' with these guys; the best you can hope for is to save all the hostages and take down everyone alive, which will ''minimize'' the bitching-out the SWAT team gives you. It gets ''worse'' if you clear out all the attackers but don't disarm the bomb, as SWAT will blame ''you'' for the deaths of the hostages when they completely screw up the ''one'' part of the job you left to them.
862*** If you [[PacifistRun don't kill any terrorists]], [[BombDisposal defuse the bomb]], [[IWantThemAlive take Sander in alive]], and [[TalkingYourWayOut save Josie]], there are maybe ''three'' guys who are grateful to you, even admitting that they're not sure what would have happened had they just stormed the place. Notably, the ones who commend Adam are the ones who seem to actually [[TheMenFirst care about people's safety]] over whether or not [[GloryHound they got to be in charge]]. The other eight? "You saved ''everyone''? [[UngratefulBastard This is bullshit, what idiot decided to send you in]]?"
863* WhatTheHellPlayer: If you go into the woman's bathroom before talking to Pritchard in Detroit at any point in the game, he'll sarcastically inform you that even if your new augments have you confused, they didn't turn you into a woman.
864* WoundedGazelleGambit: Zhao. Once you confront her in her room at the top of Tai Yong, she starts crying and claiming [[spoiler: Eliza]] forced her to do everything, and begs you to "save" her. It works long enough for her to [[OhCrap push a button that locks you out and sets off all the alarms.]]
865* WreakingHavok: The arm strength augmentation effectively weaponises the scenery. A thrown corpse can lure a group of guards into the open, where a vending machine can take them all out without wasting ammo.
866* YouAllLookFamiliar: Several faces are repeated, [[http://deusex.wikia.com/wiki/Grayson the arms dealer]] has the same face as a Sarif employee, a Detroit citizen, a body guard, a police officer and a tourist in Hengsha.
867* YouBastard: Should you [[spoiler: take O'Malley's bribe and allow him to skip town]] in a Detroit sidequest, the description for the achievment you get for this calls you a greedy bastard. Yes, those words exactly.
868** Adam will [[NotSoStoic yell]] this verbatim if [[spoiler:Malik is executed]].
869* YoungerThanTheyLook: [[http://images.wikia.com/deusex/en/images/1/19/Sarif-bustshot.png David Sarif]] is actually in his late 50s. In fact, he's three years older than [[http://images.wikia.com/deusex/en/images/7/7e/Hughdarrowheadshot.png Hugh Darrow]]. Probably, Sarif's hair and face are augmented. Still, it's not as if Sarif can't pass for someone who could be in his late '50s. It may simply just be an issue of Sarif aging well and Darrow aging poorly (Darrow has an unspecified genetic condition that crippled him). Take away Darrow's white hair and grandpa-like beard they may not look too far apart.
870* ZombieApocalypse: [[spoiler:Zombie-like Apocalypse Caused By Malfunctioning Augmentations.]]
871[[/folder]]
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