Deus Ex: Human Revolution (formerly Deus Ex 3) is a prequel to Deus Ex developed by Eidos Montreal, that was released on August 23, 2011.Deus Ex: Human Revolution takes place in the year 2027. Nanotechnological 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 of all this is Adam Jensen, a private security officer for Sarif Industries, the leading name in human augmentation. Sarif Industries is attacked, leaving Adam severely injured and forced to undergo augmentation himself in order to recover. Adam goes on a mission to discover who it was that attacked Sarif Industries, and why.In the usual Deus Ex style, Adam stumbles across a web of intrigue and conspiracy, as numerous forces clash for control of humanity's future. Adam's investigations take him from a poverty-stricken Detroit on the brink of collapse to the teeming, two-level Chinese metropolis of Hengsha and even to a cutting edge scientific facility in the Arctic Ocean. Will mankind embrace this technological evolution, as Adam's boss desperately wants to do, or will it retreat into the comforting limits of humanity, as many advocate?Several members of the original game's writing staff consulted during the development of Human Revolution, but the game is decidedly more of a fast-paced shooter than the original. The age-old Pacifist Run and Stealth Run options are still possible (and players are given achievements for pulling them off), and the characteristic multiple choice quests from the original game return. A run-and-gun kind of 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.A stand alone add on, The Missing Link, was also released which takes place during the three days Adam was apparently in stasis and features new characters and locations.An Updated Re-release, subtitled Director's Cut, was released on October 22, 2013 in North America and October 25 in Europe. It features New Game+, redone boss battles,note As said battles were the single most criticized part of the game, the devs included provisions for playstyles other than run-and-gun to defeat the bosses; unfortunately, since they were stuck with the cinematics and dialogue, the changes are mostly much larger boss fight arenas and the ability to bring automated turrets to bear on the enemy a few gameplay changes,note The WiiU version contains a few unique features, such as hacking and receiving updates on the controller screen. Additionally, due to complaints about the energy recharge being capped to one cell, energy will now recharge two bars save for harder difficulties a loooong commentary track from the head writer, game director, level designer and sound designer and major DLC pack, all preorder DLC is included (including Tong's rescue mission and the Pre-Order Bonus weapons/credits), The Missing Link is fully integrated into the main game. Director's Cut was originally planned to be a Wii U exclusive, but Eidos-Montreal later announced that they would release it on PC (download and disc), as well as Xbox 360 and PS3 (disc only). These versions can also duplicate some of the Wii U's controller functionality using mobile devices, with the Xbox using Smartglass, and the PS3 using PS Vita.An iOS and Android spin-off, The Fall, was released for iOS devices on July 11, 2013, with an Android version being released January 22 of the following year. A PC port has been planned to be released on March 25th. It is a direct sequel to The Icarus Effect (A tie-in novel for Human Revolution released around when the game first came out), continuing the story of Ben Saxon.
This game provides examples of:
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A - G
419 Scam: Several of these show up in the inboxes of various computers in the game.
Becomes something of a running gag when they even pop up in networks used in black operations. The sys-ops are naturally perplexed.
Lampshaded too by its e-mail adress: firstname.lastname@example.org
This is deliberate on the part of the developers. Every level has a 419 e-mail hidden somewhere. Gotta catch 'em all.
They also feature captions on the walls; even a few buildings (including civilian ones) are connected to them by doors.
Action Bomb: The Typhoon Explosive System is a cybernetic enhancement that causes you to shoot out bombs in a radius around you; curiously, even though the aug is just about to enter wide production when Adam returns from sick leave, he gets one installed during his Emergency Transformation. 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. Since it gets stolen without anyone at Sarif the wiser, Namir's team and the Spec Ops Ogres have it. Not fun.
Adult Fear: One of the central conflicts are the consequences of augmenting. Those who do augment get better paying jobs and an edge on their non-augmented competition, but also face scorn and discrimination in their communities, face feelings of disconnection with the rest of the human race and have to pay for an insanely expensive drug for the rest of their lives. Those who don't meanwhile are getting gradually rendered obsolete, largely in their chosen careers and being forced to accept degrading and often dangerous alternatives.
In one instance, there is a vent that exists only to connect a toilet to an office area. Ew.
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 airducts, to which the other sarcastically replies that only if they were expecting an attack by midgets or contortionists.
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?"
The Alcatraz: As can be read in the 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 heavily armed robots. Bleak.
Alternate History: 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 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 Montreal Expos apparently never left for Washington, DC.
Alternative Character Interpretation: Actually a key plot element. There are repeated references in-universe to the story of Icarus and Daedalus. Interpretations of the myth are diametrically opposed.
Members of the Illuminati such as 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.
Their critics believe that they got it wrong; "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.
Always Night: Played straight in Detroit, played with in Hengsha: though it looks to be around sunset most of the time, it always looks dark in the lower city due to the upper level blocking out most of the light. Averted in Panchaea.
Ancient Conspiracy: The Illuminati from the first game, when they were still in their prime.
And I Must Scream: 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.
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.
In "The Missing Link" DLC, you take a tour of the "factory floor" for Hyron Drone production. You can, at the cost of breaking pacifist conduct if you haven't yet done so, administer a lethal dose of morphine to one of the babbling Drones, who's been mentally broken by her transformation.
Arab-Israeli Conflict: One of the eBooks scattered in the world, mentiones the formation of a United Arab Front sometime before 2027, followed by a joint Pan-Arab invasion and occupation of Israel. The prequel novel implies that Jaron Namir, one of the enemies in the game, sustained injuries in said conflict and thus became augmented.
Arcade Sounds: NPCs 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 The Coconut Effect.
Arm Cannon: Barrett has a collapsible minigun built into one of his cyberarms, complete with requisite Ammunition Backpack (although amusingly, his character model lacks an ammo feed belt to connect the two, despite concept art of him depicting one).
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.
Artificial Stupidity: 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.
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.
Armor-Piercing Attack: 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.
As the Good Book Says: Ex-Belltower merc Michael Zelazny likes quoting the Bible. When Jensen questions him finding religion, he admits he just thinks it sounds profound.
A Taste of Power: In the prologue, Jensen has a highly upgraded combat rifle with infinite ammo.
Autosave: The game has autosaving, generally when moving between room sets and whenever significant conversations occur.
Awesome, but Impractical: The rocket launcher. It takes up half of an unaugmented Jensen's inventory and there's less than a dozen rockets in the game. You're better off getting explosive rounds for the revolver.
The Preorder Bonus Grenade Launcher also qualifies. It turns the fight against Namir into a joke, but you only have about 20 shots of it for the entirety of the game, and you only gain it as a reward for rescuing Tong's son, very late into the game.
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 have 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.
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.
Lethal Takedowns. Too loud for stealth run, too lethal for pacifist run, rarely useful if you just shoot people. And it takes longer to perform. But it looks cool.
Awesome yet Practical: All kinds of stuff. For example, as mentioned above, the standard 10mm pistol, which you can get about two minutes into the intro mission, can be upgraded with a silencer, laser sight, and armor-piercing. Only bosses are immune to a instantly lethal headshot from it, and ammo is plentiful and cheap if you happen to run out. Also on the pistols side is the revolver, which can be upgraded with a laser sight... and explosive rounds. Ammo is hard to find at first, but later on it becomes far more common.
A number of augments are only useful in specific circumstances, but if you combine the rapid self-recharging battery upgrade with a fully enhanced cloaking system, you can dodge between cover without ever being seen, and the most you'll have to wait to use it again is 20 seconds (a relatively short time, since patrols are predictable).
That same usually awesome but impractical rocket launcher in one instance, you can find one and ammo for it laying arround in a section in the first third of the game, use it to lay the hurt on the first boss who can otherwise be a real bastard so early in the game (especially in hard mode) before you have many of your augs upgraded and then sell it to a small time arms dealer for a respectable sum once you return to the hubworld.
Axe Crazy: Most of the Tyrants qualify, but Quincy Durant from the comic series puts them all to shame.
Ballistic Discount: 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 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 you're done screwed.
Barrier-Busting Blow: 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.
Bad Ass Book Worm: 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 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.
Not to mention the various books, lectures, and essays he can optionally collect and read for EXP along the way.
Badass Longcoat: Adam wears one whenever he's not decked out in combat gear—with a 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).
It's even fashionably functional: according to this post on the official Tumblr page, the holes on his longcoat 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.
Badass Israeli: Jaron Namir, "The Snake", leader and most powerful of The Tyrants. The fight against him is practically impossible 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 Interface Screw and with none of 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.
The same goes for Netanya Keitner, who gets in a brief firefight and manages to take down half a squadron of trained soldiers and lives long enough to talk with Jensen for a while.
Bad Boss: Tai Yong Medical's CEO Zhao Yun Ru. She's ruthless and 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 its 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.
Big Brother Is Watching: 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.
A cutscene zooms at one of the security cameras at some point. It is labeled "Big Bro".
Bilingual Bonus: 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. Later, in Montreal, there are e-mails to be found written entirely in French with no provided translation. 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.
Bling Bling Bang: 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.
A more conventional form is seen in The Missing Link, as Commander Burke's sidearm of choice is a gold-plated revolver.
Body Horror: 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 the Hyron Drones) are downright horror show.
Not to mention they imply the voluntary amputation of perfectly well-functioning limbs. To take this one step further, 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.
Booby Trap: Mines are frequently placed where mooks aren't. 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.
Book Ends: The first interaction between the main character and the Spec Ops mercenaries is an unmodified Adam Jensen, head of security, being shoved through a pane of glass by the heavily augmented merc leader in the labs of Jensen's employer. The last is that same mercenary leader wearing a bodysuit looking like the natural human musculature being thrown through a glass pane by Jensen, now brimming with augmentations himself. This happens when Jensen assaults the Omega Ranch laboratories operated by the mercs' employers.
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.
Boring Yet Practical: 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.
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.
Boss Banter: 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.
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.
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 the bullet entered his brain.
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.
Bribing Your Way to Victory: 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).
In the Missing LinkDLC, 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 chooses to upgrade his biochip; his augmentations are completely unusable. Including his HUD.
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).
Brown Note: The signal released by Darrow, which causes anybody with augmentations to go insane and attack anybody near them.
Call Forward: 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).
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? It should.
Lazarus is bombastic and abrasive, but completing the game will reveal that he had a lot of good points.
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.
Casting Gag: 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 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.
The Scenic Tour Level in the game's prologue. Almost everything mentioned and everyone met turns out to be important: 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.
Not to mention the Typhoon prototype gets implanted in Jensen within hours, though it isn't switched on for at least six months.
Chemical Messiah: 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. Adam Jensen, it turns out, was genetically engineered not to need it.
Cherry Tapping: It's entirely possible to take down Barrett and Federova using only the stun gun.
China Takes Over the World: 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. With the assistance of Illuminati mercs blowing the hell out of anyone who doesn't sell.
City Noir: 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.
Classical Mythology: Being a Deus Ex game taking influence from the Renaissance, many references to this are to be expected. Specifically, Adam Jensen as Icarus in the trailer, representing a humanity whose reach has exceeded their grasp. Sarif can be seen as Daedalus: his company's logo contains a wing and he often calls Jensen (the Icarus analogue) "son". As an extra joke, Sarif's and Jensen's main antagonist is Tai Yong Medical, (taiyang is Mandarin for "sun").
An alternative explanation exists for the Icarus symbolism: Icarus in the Greek legend grew too enamored of his wings, and attempted to reach Apollo's chariot; it was the reckless use of technology that killed Icarus, while his father Daedalus, with the exact same wings, made it to their destination by being careful. Thus, it's not so much "exceeding his grasp" but the "reckless use of technology"; which has happened quite often in history.
Yet another alternative is proposed by supporters of augmentation technology - "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 possibility that Daedalus murdered his own son for attempting to surpass him, no different from any empire eliminating a threat to its authority.
In the battle with Zhao, she attaches herself to the Hyron Project quantum computer, and the interface cables resemble wings. She realizes she can't handle the Hyron's power, and when Adam shoots her she burns up like Icarus.
Sarif could also be a reference to a Seraph, the highest choir of angels in Christian theology and thus the closest to God. Seraphim are associated with a cleansing and illuminating fire borne of charity. This fire motif overlaps nicely with the role of fire in Greek myth of Prometheus. Sarif seeks to use the proverbial fire of the gods to create a golden age for humanity by making augmentation available to everyone. The wing on the Sarif Industries logo may be an angel wing made of six lines to denote the six wings of a Seraph. Seraphim was also, of course, the highest security clearance in the Angelic structure of the first game, which might drift into Mythology Gag.
Picus News is named after Picus, a Roman god of agriculture who discovered the uses of manure. Basically, the company is named after the god of bullshit.
The name Adam is a clear reference to Adam of Judaism/Abraham tradition. This is initially hinted to be because he's one of the first humans to take to tons of new augmentations so readily, but dialogue towards the end of the game and the post credits ending suggests that his DNA is not just the basis for creating augmentations that don't cause tissue buildup, but that it's the basis for the Denton Brothers of the original game
Color Wash: The art style is meant to evoke a Renaissance theme, extending from the neo-Baroque visual aesthetic, to the 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.)
Coming In Hot: Your heroic journey to 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.
Also quoted word for word by Malik when your second trip to Hengsha is interrupted mid-flight by a Surface-to-Air EMP.
Continuity Porn: Oh, Lord, in spades. You'll see references to all of the major players in the original. One clever moment is 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.
Contractual Boss Immunity: 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.
Cool Shades: Adam's retractable, skull-mounted sunglasses. Everyone makes fun of them, but they're actually industrial sapphire - part of his defensive augs. Honest!
Team Fortress 2 includes them in-game as a Cosmetic Award for all classes to wear as part of a cross-game promotionnote (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). The game refers to them as the "Deus Specs."
Corrupt Corporate Executive: Sarif counts as the extremely downplayed version of this trope; he's not a bad guy, he just likes to cut corners on the moral circuit, so to speak. Zhao Yun Ru, on the other hand, plays this trope straight.
Cosmetically Advanced Prequel: Human Revolution compared to the original Deus Ex. The technology of Deus Ex looks much like the late 1990s/early 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 Deus Ex, which was responsible for a regression in technology.
Cover Drop: 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.
Crapsack World: Mass rioting, political instability, corporate corruption; all the conditions that made martial law necessary in the original Deus Ex are shown here. And remember, this is a prequel, so it only gets worse from here...
Crate Expectations: Averted as the crates are have nothing in them, and quite unexpectedly considering how ridiculously straight the trope had been played in the original game. Crates, however, are still very important in that they can be used in... rather creative ways. See Violation of Common Sense below.
Crazy-Prepared: Subverted in the final boss fight. Zhao chides your attempts to destroy the Hyron core, claiming that "there are too many contingencies built into the system". Turns out there weren't enough.
The Cuckoolander Was Right: Players may find an e-book called 'The Sleepwalking World' that has apparently been written by 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.
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.
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.
Cutscene Incompetence: 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.
Adam's blatant stupidity in letting Zhao get the better of him in one of her early cutscenes.
To his defense, pheromone-manipulating implants are common in his time; it's reasonable to assume Zhao has one, and there's no reason Adam should be less susceptible to it than anyone else.
Cutscene Power to the Max: When your 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. See for yourself.
Cutting the Knot: During the sidequest regarding Brian Tindell'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.
Punching people to get important things (Security footage, Club Membership cards, your money back, etc) can become something of a theme throughout a playthrough.
The bomb in the first mission is a gas bomb that "detonates" by mixing two chemicals (in what might possibly be a Shout-Out to Die Hard). 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.
Cybernetics Eat Your Soul: 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 Take That 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.
Human purist Zeke Sanders was formerly augmented with a cybereye, but he removed it when he believed it was causing him to go crazy.
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.
When you face Namir he's had a new set of full body augmentations fitted that 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 something else...
As well as the rest of the Tyrants, who 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.
Averted with Gunther in Icarus Effect: it's made quite clear that he was a psycho before his augumentations.
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.
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'.
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. 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.
Damn You, Muscle Memory: 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.
Dead Guy Junior: 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. 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.
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 seperate ways.
Deliberately Monochrome: The game strongly emphasizes a saturated golden monochrome, with accompanying reds and greens. It's an obvious visual nod the Film Noir genre, the "golden age" of the setting and Leonardo DaVinci's sfumato style..
In what seems to be a subtle, but possibly unintentional Take That, 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 Invisible War.
The game's designers seem to have deliberately lampeshaded this - All the cans of paint you see in this game are yellow.
Deus Angst Machina: 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 euthanized his dog when they thought he might never wake up from the surgery. See also: Rage Against the Reflection.
His earlier life was no bed of roses, either. If you look to the right of the TV/stash, you'll finnd 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.
"Oh, and by the way, Jensen? I know you've gone through a lot of physical changes of late, but you didn't become a woman. Stay out of the ladies restroom."
It is very difficult to unlock the CASIE social augmentation by the end of the first mission when you confront Zeke Sanders. You literally have to take down every single Purity First member and get both the Ghost and Smooth Operator bonuses, as well as hack every terminal. But if you go so far as to eke out every drop of XP and get the CASIE mod unlocked, Sanders has the usual persuasion responses that every other social "boss" encounter involves. Although he doesn't have the Alpha/Beta/Omega and pheromone option.
Word of God in the Director's Cut reveals the original intent was for CASIE to not at all be available when facing Sanders. It's why the Pheromone solution is not available to CASIE users, and why there are so few Praxis Kits in the (Comparatively) long manufacturing plant level.
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.
If you need an item that an NPC won't give, or if someone needs to be bribed, it's entirely possible to kill/KO them and take what you want. By using this method, you can even bypass the demands of Brian Tindell and Anonymous X by forcibly taking their quest-relevant item from their body. Subverted, however, with Hugh Darrow, who won't have any codes on him if you whack him. Also Zig-Zagged with minor-NPC Chuanli, who needs to be bribed or convinced for the location of Ning; pummeling him turns up nothing, but bribing him and then looting him gets your money back.
Tong won't berate you for killing his men if you didn't actually kill any of them.
Similarly, Keitner won't snap at Adam for knocking out and/or killing soldiers if he manages to get from his cell to the meeting room without assaulting anyone.
In the DLC, at the end Burke will comment on whether you killed his men or not. If you didn't, he'll taunt that some would call that weak, etc, but if you then start killing people, he'll call you a hypocrite.
In fact, the whole deal of the NPCs reacting to the slightest of your actions in that regard counts. Nearly everything you do in the game will have impact on something later on, and will definitely affect dialogue.
If you try to use the CASIE mod on Malik, she threatens to hit you, but fesses up anyway.
If you use the CASIE mod to intimidate Haas about his drug problem, he ends up losing his job and attacks you in the lobby of your apartment building on your return to Detroit.
See those laser grids that turn off when a guard passes through them? Yes, you make them open for you by dragging an unconscious guard through them.
If you complete the Manufacturing plan mission, before taking the VTOL out, you can backtrack all the way to the entrance, you'll see the SWAT having taken possession of the building, and CSI taking pictures of the aftermath.
If Adam heads to the top of Derelict Row and turns off the jamming signal before being told about it, Sarif will later praise him for forward thinking.
Dialogue Tree: Used during conversations to obtain more info on certain subjects, or to try and persuade certain NPCs to help you out during missions and sidequests.
Diegetic Interface: Jensen doesn't have a HUD until he gets augmented. It's listed as one of his augmentations.
Digital Piracy Is Evil: While the developers likely weren't thrilled about the X-Box 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.
Dirty Cop: Detective Chet Wagner was never a model policeman to begin with, hacking his office email suggests that he takes bribes, and his unreliability proves useful to the conspirators, as he is assigned to the Sarif Industries Attack Investigation and, predictably, botches it horribly.
Even worse is Detective Jack O'Malley, who is working to start a war between Detroit's two biggest street gangs on behalf of FEMA.
Dirty Harriet: Jenny Alexander, one of Adam's old work partners, is first seen working undercover in the oldest profession on the streets of Detroit.
Door To Before: After you defeat Barrett, there is an elevator which leads directly back to the helipad you arrived on. Possibly explained by the fact that the area you fought the boss in appears to be used for storage, so it's plausible that they would have a lift for cargo leading to that area so they could transport material directly to the storage bay.
Double Entendre: The description for the "Balls" achievement: "Seems you like playing with balls, eh?"
Dynamic Entry: 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.
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.
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.
A group of Tai Yong commandos simultaneously use Icarus systems when they come for Windmill. It looks awesome.
Early-Bird Cameo: Bob Page appears in the first few minutes of the game, talking to The Omniscient Council of Vagueness - then vanishes, never to be seen again til a brief scene after the end credits. Bob is heard talking to Morgan (Everett) about how they can 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 available here.
Page Industries supplies some of the best lab equipment used by Sarif Industries, apparently.
In "The Missing Link" DLC, one of the scientists on the Rifleman Base is a young Gary Savage.
Eleventh Hour Superpower: The plasma rifle, which is acquired just before the Very Definitely Final Dungeon. 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.
Electronic Eyes: Adam has a pair, which he frequently hides behind retractable sunglasses built into his skull.
Emergency Transformation: 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.
Enemy Mine: If you let Zeke Sanders escape from the Milwaukee plant, 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 gunning down Zeke and his goons the moment you get the codes. Considering that one of them will outright gloat that he set up the gas bomb that killed the captive workers, it's hard not to.
Not to mention that on the second visit to Detroit, he will attempt to kill you again.
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.
Enemy Scan: 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.
The Smart Vision aug, fully upgraded, doesn't include the weapon scan part but DOES allow you to see (and mark, with the Mark&Track aug) track enemies through walls.
Engineered Public Confession: Malik does this to the man who murdered her friend, recording his conversation with Adam and then playing it over the Hive's loudspeakers.
Threatening to do this to Taggart by exposing Isaias' link to the Tyrants can convince him to talk.
Equal-Opportunity Evil: An email found in The Missing Link shows that 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 Multi National Team and included an Israeli, several Americans, an African-Russian, a German, and an Englishman.
Every Car Is a Pinto: 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.
Everybody Smokes: A lot of NPCs can be seen lighting up cigarettes. In the prologue video, the first thing we see 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.
Everybody Was Kung-Fu Fighting: 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.
Executive Meddling: The reason why The Missing Link was DLC added later (rather than part of the core game, as originally intended) is because the game was rushed after being delayed repeatedly. This is the same explanation for the why the Tyrant boss battles are more "head-on" than series fans would've liked, since they were farmed out to third-party developers to save time during production (Which is also why two hub areas- Montreal and Upper Hengsha- were abandonced).
Fortunately, the Director's Cut puts everything back together (while maintaining the "separate but integral" feel of The Missing Link), and redesigns the boss battles to provide a much wider variety of options for dealing with them. Except the Hyron battle, which is completely unchanged.
Experience Points: Used to collect Praxis points, which are used to activate augmentations. The 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. Which is exactly what they do.
Move onto Generation Xerox in the after credit ending which reveal that the Denton genetic code came from him. Paul inherits his Bad Ass Beard while JC inherist the rest of his attributes (except the beard). They even work with Tong and a stalking AI too.
Several characters in the game have similar roles to those in the first game, such as:
Barrett and Federova serve as Huge Guy, Tiny Girl 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.
Zhao Yun Ru who despite having different career than Maggie Chow has the same Dragon Lady attribute and even has a boss fight in big room.
Both Denton and Jensen 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.
Expospeak Gag: One email in the Omega Ranch discusses the practice of staff using expensive lab equipment as makeshift chairs:
Please consider the relative tensile strength of materials present in the object incomparison to your own mass volumetric density.
In other words, stop breaking things with your fat asses.
XOXOXO, The Management
Evil Pays Better: 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.
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.
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 superspy is still receiving the same security officer's salary.
Eyepatch of Power: 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.
Fantastic Slurs: "Hanzer" (enhanced human, or possibly from "panzer", since you're a mechanized human) or "cog" (cybernetic augmentation) for augmented people. You also have "robot" "chrome", and all sorts of others.
Face-Heel Turn: If you don't skip the credits, the post credits scene reveals that Megan Reed is now working for Majestic 12..
Faceless Goons: 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.
Femme Fatale: Fedorova, as well as Zhao Yun Ru, up until she merges with Hyron. And in some ways, Megan Reed, especially after what is heard in The Stinger.
Fashions Never Change: Averted, its only 20 years into the future and fashion has distinctly moved on. Clothing are much "busier", with lots of tailoring, extra decorations, and high collars, to complement the neo-baroque decor.
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.
Also played straight with the common citizens. The original intent of the game was to have pro-augs dress like Reniannsance, while anti-augs would dress more like the present day, but this was eventually toned down.
Final Boss Preview: 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 Arm Cannon to blow away a few helpless scientists, Federova leaps into an air vent and cloaks herself to kill a facility worker, and Namir beats Jensen within an inch of his life.
Flushing Edge Interactivity: Played straight, setting the player up for a 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.
Since it's a prequel, you had to expect Human Revolution to end with a downer, or at least in a bittersweet way for its characters. Despite Jensen's efforts and sacrifices, none of his ending choices will change the fact that Deus Ex will happen. Majesti- 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 engineered global pandemic.
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.
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.
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.
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.
"Clinics" and "recall" are mentioned between mysterious individuals in the very first cutscene. In the Tai Yong Medical HQ, there are also several e-mails and conversation mentioning how odd their new biochip project is, and how third parties keep interfering with it.
In the Missing Link DLC, you may notice 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.
If you're paying attention while first infiltrating Derelict Row, you may overhear two bangers talking about how some Irish guy is supplying them with enough weapons for a small army. Cue the sidequest about a crooked cop named O'Malley running guns to gangs at the direction of FEMA, to provoke incidents they can take advantage of.
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.
Aside from a small conversation with Pritchard, Malik is never mentioned again after she is killed. If she is killed.
Friends Rent Control: All over the place. Played straight with Adam's appartment, which 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 appartments around Detroit are smaller, but often still pretty spacious. Mostly averted in Heng Sha, where most appartments are slightly smaller than the ones in Detroit, and completely averted with the Alice Garden Pods, where tenants get a a single cubbyhole bed and communal washroom facilities.
Fun with Acronyms: One of the preorder bonuses is the Utility Remote Detonated Explosive Device, or UR-DED for short.
There's also the Longsword Extreme Range Sniper Rifle ("Eraser").
Liberty in Mind and Body, anyone?
G - L
Gaia's Lament: 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.
One of the random NPCs 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 lateback then.
Gameplay and Story Segregation: In a Hengsha sidequest, the quest giver emphasizes that whatever Adam does to the bad guy, it has to look like an accident. Adam has to knock out the bad guy, but the knocking out has to be hand-to-hand; a tranq dart will leave a mark. But when you actually use the non-lethal takedown, the cutscene could very well show Adam brutally breaking the guy's arms in several places. It's hard to spin that as an accident.
Note, however, that that is only the first half of that particular "accident"; part two involves throwing his unconscious body off a rooftop, which would go a long way to excusing any physical injuries Jensen inflicts on him beforehand.
Gambit Pileup: There is no consistent Big Bad; 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.
Giant Mook: 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 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.
Glass Cannon: 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.
Gory Discretion Shot: The hacker's death and Isaias Sandoval's suicide, should you fail to prevent it.
Government Conspiracy: Naturally, in a Deus Ex game. Joseph Manderley is covering up specific details about the first attack against Sarif Industries.
Grey and Gray Morality: 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 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. And then there's the fourth option, which takes the decision out of everyone's hands.
Grid Inventory: 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.
The Guards Must Be Crazy: 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.
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!
A particularly suspension-of-disbelief-braking example of guards being ignorant of their surroundings is when a highly-touted and elaborate Laser Hallway 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.
Guide Dang It: How do you kill Barrett if you went the stealth/hack/pacifist route? Like this - and how in the world are people supposed to figure that out?
What about Fedorova? The first boss fight, though tough, still comes down to shooting your enemy until he dies. This fight involves elements that are never previously foreshadowed, and 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.
The secret achievement "Lucky Guess" requires you to unlock a keypad by inputting an unattainable code. The panel in question is the bomb in the "Smash The State" sidequest and the code is "0000".
Guile Hero: 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.
Guns in Church: Averted. Certain areas won't let you pull out your weapons or do a takedown, presumably to prevent you from killing plot important characters prematurely and to avoid having to do any of the jarring Story-Driven Invulnerability that the first game had. Other areas if you have a weapon out, some NPCs will outright refuse to talk to you, or will attack you.
Guttural Growler: Jensen, which explains where the Dentons get their speaking voices. Although Jensen's delivery sound a lot more natural than either Dentons, probably because that is his actor's actual voice.
Hacking Minigame: 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's 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.
Hand Cannon: The revolver becomes a more literal example when upgraded to fire exploding ammunition.
Hellish Copter: On the return trip to Hengsha, 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.
Heroic Sacrifice: You can let Malik do this after her VTOL is shot down in Hengsha, to allow you to escape undetected. Or you can be a Big Damn Hero and 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.
"Hey, You!" Haymaker: Adam will sometimes execute one of these as a non-lethal melee takedown, assuming that he engages an unaware target from behind.
Namir is hidden in Singapore Amongst the holograms of human anatomy, simply posing like they are.
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. Word of God in the Director's Cut confirms that most of the staff didn't even realize this.
High-Tech Hexagons: Adam Jensen has a hexagon imbedded in his forehead with a little logo in it.
High Voltage Death: 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.
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?"
Topping the list is Eliza Cassan, who is actually an AI; whenever anybody sees her, it's a hologram.
Holographic Terminal: Used by Bob Page in the introductory cutscene, complete with Hard Light keyboard. Also, most other computers seem to have holographic monitors.
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.
Hollywood Hacking: 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.
Hollywood Silencer: Played straight in 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.
Human Resources/Super Human Trafficking: 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.
This is also what powers the Hyron project.
Hyperactive Metabolism: Reversed from the norm, in that 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.
Hyperspace Arsenal: Adam has enough space for multiple weapons and their ammo, or 290 energy bars.
You can upgrade your inventory by increasing your arm strength, though this still leaves the question of where you're storing everything.
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. This applies even to upgrades like silencers, which add 50 to 100% to the weapon's length "on screen."
Hypocritical Humor: 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.
Icarus Allusion: The game is fueled entirely by allusions to the Icarus myth and the colour yellow. Both Sarif and 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 Tie-In Novel 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 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 Drinking Game.
Idiosyncratic Difficulty Levels: The difficulty settings for Human Revolution are "Tell Me a Story" (Casual), "Give Me a Challenge" (Normal) and "Give Me Deus Ex" (Expert).
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 fantheory that Zhao was using a CASIE mod, which would make Adam's complete disregard of everything he knows about her (and his susceptibility to her incredibly transparent acting) a bit more understandable; the CASIE is essentially a Stupidity Inducing Attack.
In general, the scripted events in the game can put people off, especially those Genre Savvy enough to know what's about to happen (such as the fight against the first boss). 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.
I Got You Covered: Adam tells Faridah this after their plane is shot down by Belltower. She tells him to get moving; it's up to the player whether or not to stick around and save her life.
I Have Your Wife: Belltower is holding Tong's son hostage to ensure he stays cooperative. There's a reason why he helps you when you go to the Belltower-held docks.
Improvised Weapon/Improbable Weapon User: Activate the strength augmentation, and you can pick up refrigerators and dumpsters 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!
Even better than throwing fridges? Throwing dead bodies. Because for some reason they are a guaranteed One-Hit Kill on most enemies.
Instant Sedation: Downplayed more and more the higher you set the game's difficulty.
Insufferable Genius: Pritchard's defining character trait; he believes he's smarter than Adam and never hesitates to point it out.
Adam: Let me know if you find something. Pritchard: You meant when. Adam: Pretty sure I didn't.
Insecurity Camera: The viewing arc of every camera is visible to you. Then again, 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.
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.
Inventory Management Puzzle: Averted. No longer does each path have resource costs associated with it, making the choice in path's less of a long term choice.
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.
Interchangeable Antimatter Keys: "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.
One also wonders how you get the physical object from hacking things in the first place.
However, it should be noted that in Real Life, 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.
Note that unlike all other items in the game, the "Stop!" worms and "Nuke" viruses appear to have unlimited stacking in your inventorynote or at least up to 100+ copies per inventory block 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.
Interface Screw: 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 Jaron...if you 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.
Interface Spoiler: A Justified Trope. 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.
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.
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 '' Anti-Augmentation Riots Erupt Worldwide", an event that only happens later in the game.
Invisibility Cloak: 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 full 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.
Invisible Wall: Not blatant, but you will occasionally smack into thin air when attempting a jump.
Invulnerable Knuckles: 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.
Jack Bauer Interrogation Technique: 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.
A hapless small timer found in the Hive basement seems to have suffered a similar fate.
Pritchard. As rude as he is, it becomes clear rather quickly that he actually is concerned about Adam's safety.
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.
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.
Just Before the End: "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.
Just Doing My Job: Adam claims this when Greg Thorpe thanks him for saving Josie; Greg is having none of it.
Justified Tutorial: 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.
Karma Houdini: The minor character van Bruggen. He knowingly helped Tai Yong carry out its bloody version of corporate espionage and forced a man to kill himself and you never have an opportunity to punish him for it. This can be somewhat averted when Belltower attacks if you refuse to give him a weapon.
Karma Meter: 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.
Kleptomaniac Hero: 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.
Some Lampshade Hanging 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 doorcode to check on his office. Which you can then also loot, like you did with the others (unless you already did before).
Knockout Gas: 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.
Lady of War: Lady Katrina Sutherland from the comics. She even has the title to go with it!
Lampshade Hanging: The way boss battles were implimented 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:
Burke: "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."
Land Mine Goes Click: 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 how you died.
Level Drain: Invoked in the Missing Link DLC, in which Jensen's augmentations are reset to "factory zero" by EMP.
Keitner: Your augs are just dead metal right now.
Literal Genie: Before asking someone to "show the world what augmentation can do for humanity", double check what he actually thinks about it.
Loads and Loads of Loading: 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.
Luck-Based Mission: 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.
Magikarp Power: Many weapons and augmentations only reach their full pontential when fully upgraded or used in concert with each other:
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 it's power. Similar upgrades and a target-seeking system can turn the machine pistol or combat rifle into headshot machines.
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.
Meaningful Name: This game is meant to show the origins of Deus Ex, and the protagonist's name is Adam. Hmm...
Eliza, an AI, shares her name with the first well known chatbot.
Vasili Sevchenko as in Russian Filmmaker Vladimir Sevchenko who documented Chernobyl and died of radiation poisoning.
David Sarif's name sounds a lot like Seraph. And he does bring Adam back to life...
Confirmed in the Director's Cut commentary: The name Sarif was derived from Seraphim.
Michael Zelazny is a Religious BruiserSuper Soldier whose names mean "Who is like God" and "Made of iron", respectively. Even if the surname is a reference to Roger Zelazny it is likely that the choice of character to give it to was deliberate.
Mega Corp.: Tai Yong Medical and less Sarif Industries.
Men Can't Keep House: 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.
The Men in Black: 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).
Merging The Branches: The game inverts the trope by having all of the possible endings plausibly lead to the events of the first game.
Mess Of Woe: Adam Jensen's apartment is a complete mess. 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.
Minor Major Character: Beth DuClare is the head of World Health Organisation. Like in the original game, she's only mentioned and doesn't appear.
Morgan Everett is the CEO of Picus. Appears in few mails and leads the Illuminati in Deus Ex.
Lucius DeBeers is the leader of Illuminati, still active despite his advanced age. He urges Sarif to join the conspiracy.
More than Mind Control: The Social Enhancer augmentation comes with a system that allows you to release pheremones to influence a person. 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.
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 ambigious which side is more in the right in that particular conflict.
Motor Mouth: Faridah Malik. Not as rapid as other examples, but there's no particular explanation for it. Maybe she's just nervous all the time?
After the Milwaukee 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.
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.
Multiple Endings: Jensen uncovers the entire conspiracy, and must decide what he tells the world:
A: 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.
B: 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.
C: 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.
D: Destroy The Very Definitely Final Dungeon, along with 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.
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.
However, no matter which ending is chosen, 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.
My God, What Have I Done?: Hugh Darrow has this moment if you use the Social Enhancer to uncover that he actually staged the 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 he created Hyron, as he pretty much outright says that Hyron is an example of what horrors human augmentation technology will inflict.
Mythology Gag: Plenty. A particularly notable one is that the radios in the game all play remixes of in-game music from the original Deus Ex.
For the truely 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.
In The Missing Link DLC, is you try to use the CASIE mod on Quinn at the end (the only time it's usable), he'll specifically say that the term "Invisible War" is derided these days, but it's still very much a factor.
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).
New Game+: added in the Director's Cut edition much to the delight of many fans.
Nintendo Hard: The fight with 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 Schmuck Bait described later.
Nobody Poops: Averted. Before you board the helicopter the first time, you can go into the female restroom (and Pritchard willchew you out for this), which has all the stalls occupied by gossiping staff members.
No Cutscene Inventory Inertia: Averted on purpose. Word of God in the director's cut was that directions were given to people 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.
No Hero Discount: 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. Even while the Cyber-Zombie Apocalypse is going on, Adam still has to pay L.I.M.B. for their products.
Although in the last case, there is some justification: the clerk specifically notes that she can't change the prices set by the computer.
No-Holds-Barred Beatdown: 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.
No OSHA Compliance: In the Director's Cut, 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.
Non-Combat EXP: 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.
Noodle Incident: 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.
A smaller one is heard between two conversing Belltower troops about the Red Dust incident.
Not So Different: A subtle one, when Adam exclaims that Zhao has a Panic Room, David Sarif responds nonchalantly that so does he.
Jensen can give this speech to Dr Wing on Zelazny's behalf. One is 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.
O'Malley claims that you and him aren't so different, that you and him both see the world as cold, hard facts, if you choose the "Cold" option when you confront him about his corruption.
Nothing Is Scarier: 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 confronting Darrow only exacerbates this.
Earlier on there's 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:
Notice This: Interactive objects in Adam's field of vision, from ladders to weapons, are outlined in yellow. Following vocal complaints from some of the more combative segments of the Deus Ex 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.
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.
Even if you don't have the highlighting, object you can interact 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.
Not the Fall That Kills You: 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. 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.
Offscreen Teleportation: Tong seems to be capable of this. 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.
Ooh, Me Accent's Slipping: Just about everyone that doesn't speak with their native accent (Hispanic and Asian characters) tend to have some problems maintaining their accents.
Pacifist Run: 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.
This is actually a game where a Pacifist Run is difficult to pull off, and not because of increased difficulty. There are several points in the game ( Belltower's civilian massacre during the raid on the Alice Garden Pods, Belltower executing Malik, or finding Malik's corpse inside the Harvester base) 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 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.
Painting the Medium: When Jensen wakes up in the cryogenic pod that takes him to Singapore, the edges of the 'camera' are notably coated with frost.
Perky Goth: The lead female of Final Fantasy XXVII.
Plasma Cannon: The Hi-NRG plama rifle is a rare but very powerful weapon that fire a bolt of superheated plasma. It's power and high ammo capacity is somewhat balanced by being slightly inaccurate and without a cooling system mod it will overheat when fired too quickly.
Point of No Return: Ranks as Merciful. 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 Final Dungeon.
Post Peak Oil: 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.)
Power-Up Letdown: 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.
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. But it's not completely pointless.
Pre-Order Bonus: There are various editions granting some combination of 10,000 credits, unique weapons and remote-detonated explosives from the start of the game. In the US, the bonuses are retailer-specific, excluding the 10k credits. Plus, a 'cut' mission (which features an appearance by Tracer Tong from the first game) is thrown in as well, leaving the meaning of the word "Cut" in this context rather dubious. The Collector's Edition have all of these bonuses together, and a limited edition Adam Jensen Figurine, although the Collectors Edition is Europe Exclusive. The Augmented and the Collector's Edition both have an Art Book and making of DVD.
At least the extra content can now be bought for pocket change (on Steam, anyway).
Press X to Not Die: An accidental inversion of the trope. If you have a few points in Typhoon, the boss fights are essentially a matter of pressing a button and triggering a cutscene a couple of times.
Pretty Little Headshots: Averted with 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.
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.
Previously On: 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.
Most likely added because Deus Ex's story was very hard to keep track of between sittings.
Prison Rape: 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. Belltower is only concerned this will damage useful subjects before they can be processed for scientific experimentation.
Private Military Contractors: 8 PMCs are ubiquitous in the game's world and play a large role in the plot. Belltower Associates is the leading organization on the market and also connected to The Conspiracy. 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."
Product Placement: 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.
The "MAO" logo can be clearly seen on the tranquilizer rifle and the shotgun, as well as on the shotgun ammo boxes.
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.
Properly Paranoid: 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...
During your second visit to Detroit, you can listen to a "mad prophet" who narrates most of Deus Ex's story.
Sometimes, enemies who are pinning you down with wild machine-gun fire laugh maniacally. They are having way too much fun doing this.
Also, if the player's actions result in Malik being executed at the construction site, the Belltower guy who shoots her lets loose a cackle worthy of Snidely Whiplash.
The novel reveals most of the Tyrants to be this as well, though Namir and Hardesty are far less Axe Crazy and more cold-blooded than the others.
Put Their Heads Together: Two of the possible non-lethal double takedowns. One is notable in that it's preceded by a double Neck Lift, the other in that it's followed by a haymaker that puts their heads together again like a Newton's Cradle.
Rated M for Manly: Much more then the originals. So many mooks and douchebags are being punched in the face with a polymer and metal fist it's hard not to get pumped.
Rage Against the Reflection: 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 punched. Hard.
Not only that, 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 message from the landlord, who is exasperated at the amount of times this has happened, and is wondering exactly why it's continuously broken. So this isn't the first time.
If you read the computer in the lobby of his apartment complex, you also find out that they have been withholding the fact that his new mirror arrived two weeks ago, and it is about to be sent back since they have not come to pick it up.
This also comes up in one of the dialogue trees when you confront Taggart in the Detroit Convention Center. Jensen openly admits to a crowd of people (and a live news feed, at that!) his reaction upon seeing himself post-surgery.
Rare Candy: Praxis Kits grant you a Praxis Point immediately as if you had leveled up; very handy, although occasionally boobytrapped.
Regenerating Health: Adopted alongside a more traditional Hit Point system than Deus Ex's Sub System Damage, 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 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.
Required Secondary Powers: 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. Turns out he's the "Patient X" of Reed's breakthrough that Sarif Industries was planning to reveal.
For a do-it-yourself demonstration of Required Secondary Powers, take the high-jump augmentation, and see how often you maim yourself without also having the Icarus Landing System to go with it.
Revolvers Are Just Better: 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 reload animation before and after. Averted by the fact that the revolver seems to lack a real ironsight, only the front sight being present.
Right Behind Me: 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.
Russian Guy Suffers Most: Dr. Vasili Sevchenko is one of Megan's team scientists, and you meet him the beginning of the tutorial. 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 Heroic Sacrifice, as his virus is the only thing that allows you to free the scientists in the first place.
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.
Running Gag: Everyone seems to know Adam's communication frequency.
Everyone gets Nigerian e-mail spam. It gets ridiculous when you keep finding them in the ultra-top-secret Omega Ranch, prompting one person to angrily wonder how the spam gets past their filters.
S - Z
Sadistic Choice: Toward the end of The Missing Link DLC, 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.
This can potentially be averted, however. See below.
Saved by Canon: No matter how much Bob Page and Joseph Manderley feel like boss fights waiting to happen, continuity dictates that they'll make it to the credits.
Similarly in the prequel novel Barrett, Fedorova, and Namir must survive to appear in the game, while Gunther must survive to make it to the original game.
Scenery Porn: The game is running on a modified Crystal Dynamics engine, with a visual style heavily influenced by Blade Runner. Of course this trope will be in effect.
Trying to use takedowns on bosses. Only one boss (Namir) is vulnerable, and only during a very specific window of opportunity. Otherwise they smack you for 50 damage.
I'm in Sandoval's apartment, the entire place is guarded by 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. This seems legit!
Of course, most of these can be averted: The biochip upgrade will be seen as fishy to anyone with a hint of being Genre Savvy (This is doubled by Pritchard voicing concerns and wanting to check himself). And the booby-trapped Praxis Kit won't do anything if you invested in EMP-shielding or take out the guy in the other room first.
Screw the Rules, I'm Doing What's Right: No matter which ending you pick, Adam states this, more or less. 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.
In the backstory, Jensen refusal to fire on a augmented child despite being ordered caused him to quit SWAT and join Sarif Industries.
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.
Series Continuity Error: In the Picus TV HQ, you can find an email that reveals that Nicolette DuClare works there. Nicolette was in her 20s in Deus Ex meaning she probably wouldn't even be born yet.
That could simply be an aversion of the One Steve Limit - after all, the odds are pretty good that someone would have the same name.
Shaggy Dog Story: The Tie-In Novel, Deus Ex: The Icarus Effect by James Swallow. It just barely avoids 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.
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 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 Multiple Endings Adam chooses, the events of Deus Ex still come to pass.
Shock and Awe: One possible way to kill 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.
Shockwave Stomp: 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.
Shoot The Hostage Taker: 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 will result in one extra dead person.
Shoplift and Die: Armed guards and police will respond with lethal force to any and all shenanigans.
Shown Their Work: 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.
Batteries that can generate electricity from the sugar in human blood have also been developed in Real Life 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!
The Singularity: Harvesters occasionally allude to it as their ultimate goal.
David Sarif also believes in it, and in Sarif ending Adam expresses the same. Hugh Darrow wanted it, but changed his mind and tried to reverse it with his signal.
Slobs Versus Snobs: 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.
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.
Snark-to-Snark Combat: In the bonus mission when you preorder the game, Jensen is faced with a rather snarky Harvester.
Society On Edge Episode: 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.
Soft Glass: 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.
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.
Even after being augmented with arms that can punch down walls, Adam has a hard time breaking down a reinforced glass window.
Sour Grapes Tropes: A lot of these regarding augmentation. Half of the Fantastic Racism against cyborgs is because people hate the Body Horror; 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.
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).
Stealth Run: Another possible way to play through the game, just like Pacifist Run. 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.
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.
Stock Scream: Can be heard during the second visit to Hengsha, during the 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.
Story-Driven Invulnerability: Generally avoided by adding areas that you are not allowed to use your weapons in. However, later in the game, important NPCs appear outside of these areas. If you shoot them, they don't even flinch.
Stupidity Inducing Attack: The CASIE Aug works like this as it uses pheromones to reduce the target's logical thinking ability and directs them towards actions which will benefit you, if you convince them with the right words as well.
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.
There is a storage room directly before the second boss (Fedorova) that contains a Heavy Rifle with literally hundreds of rounds of ammunition. That is a probably the single best hint the game gives you that something really bad is through the next door.
Self-Deprecation: 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.
Talking the Monster to Death: 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.
You also get achievements for "defeating" the various major faction leaders in philisophical debates.
Averted horribly with some bosses, like Barrett - and God help you if you went the stealth/hacking route.
There's also the "pheremones" 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 pheremone 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.
Not to mention using the shortcut doesn't always yield you the best option. Just enough to get things done.
The Dragon: Fedorava to Namir. Also, depending on how you view Sarif industries and choose to play Adam, Adam himself to David Sarif.
Take a Third Option: 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 kill him or leave him drooling on the floor before he can manage to shoot her.
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.
After dispatching the final boss, Jensen can broadcast the message of either Hugh Darrow, Bill Taggart or David Sarif, or he can Take a Third Option by activating Panchaea's self destruct sequence.
The Missing Link DLC forces Jensen to choose between diverting gas to one of two locations, saving either hundreds of innocents or a single scientist needed to bring down Belltower. However, 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.
Take Cover: 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.
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.
Take That: Quinn notes that the term Invisible War has been frequently misused.
Take Your Time: 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.
Tall Poppy Syndrome: 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.
Tap on the Head: Punching an enemy's lights out leaves them out permenantly unless one of their buddies can wake them up. You can lollygag for hours and find KO'd people where you left them, alledgedly alive when they should by all rights be dead from concussions and skull fractures.
Possibly averted; 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 Pacifist Run achievement.
Another aversion in the DLC. If you use lethal combat when you meet Keitner in The Reveal 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.
Tech Marches On: A possible in-universe case: Boxguard robots look similar to the Big Dog robot. Since Reality Subtext was always part of the game, it is possible that the developers intended the boxguards as fully functional successors to the Big Dog.
Tech Points: 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.
Technically Living Zombie: The "crazies" you encounter in Panchaea, augmented humans who have gone insane due to Darrow's signal messing up their augmentations.
Technical Pacifist: Many of Adam's non-lethal takedowns are fairly wince inducing. Of course, he has to make sure they don't get up.
Television Geography: Averted with the Milwaukee plant, which isn't actually in the city of Milwaukee (nowhere near close enough to Detroit for such a short flight), but in Milwaukee Junction, an industrial area within Detroit's city limits.
Tempting Fate: 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.
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, 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.
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!
The Dog Was the Mastermind: In The Missing Link, "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.
Theme Tune Cameo: There's a bum in Detroit who whistles the opening theme to the first game.
Also, there are multiple radios in the game which play different songs from Deus Ex.
Title Drop: At the end of Adam's reconstruction sequence.
Too Awesome to Use: The Preorder Bonus Grenade Launcher. You get an weapon second only to the rocket launcher in terms of sheer power, that turns Jaron Namir into a joke, but you only have ten rounds of ammunition for it.
The Gamescom 2010 trailer pretty much blew the lid off of Tong Si Hung's King Incognito ploy.
The "House Of Revenge" Trailer made it quite explicitly clear that Eliza Cassan is an AI.
That same trailer also pointed out that Sarif knew more than what he told you.
Several trailers also contain 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, they've appeared in the series before, but considering its part of The Reveal, it's not exactly subtle.
Trailers Always Lie: The "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 The Conspiracy of her own free will, eventually merging with the Hyron Project and becoming the game's final boss.
The same trailer seems to imply that David Sarif is actually a Corrupt Corporate Executive 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.
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. In game, she's dead before the riots begin.
Several key plot moments were also altered in trailers for plot reasons: for example, the E3 2010 trailer has 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, Megan's survival is made less obvious and Barret turns up as a boss in a warehouse, rather than in the climactic showdown shown.
Tranquillizer Dart: Adam Jensen continues, or rather, sets the precedent for JC to follow, and has access to a tranquillizer rifle.
Trap Is the Only Option: 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.
Trauma Conga Line: 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 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.
Translation Convention: 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.
Trick Bullet: The assault rifle shoots self-propelled flechettes. A weapon mod gives the the projectiles the ability to steer around corners and home onto targets.
Tuckerization: It appears that Kevin Mitnick is well and works for a large Chinese corporation as a senior network administrator.
Australian ex-Prime Minister John Howard is writing angry emails to Picus about the depiction of his country in the news.
One of the Picus news crawls mentions an interview with "elderly rocker JoCo."
Ungrateful Bastards: SWAT. If Adam gets through the Sarif Manufacturing plant with absolutely zero casualities, along with defusing a bomb and successfully conducting a hostage negotiation to convince a cornered, desperate terrorist to release an innocent woman unharmed, all they do is bitch at him because the terrorist leader escaped. If Adam manages to take Sanders down alive, they'll complain that Sanders will be able to keep spreading his hate speech.
United Nations Is A Super Power: 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 NPCs talk about a UN resolution and give it the same weight of importance one would give legislature in a national, state, or city government.
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.
Unstable Equilibrium: 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.
Unusual Euphemism: "Hanzer" for mech-augs, a slang version of "enhancer" (or more likely, a contraction of Human Panzer), for someone who enhances themselves, along with "Natch" for "naturals", or non-augs.
Unusually Uninteresting Sight: a lot of NPCs 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?
Up to Eleven: Using health recovery items when you're already topped off causes you to get more hit points past 100, though your automatic health regeneration won't go past 100.
Urban Segregation: Averted in Detroit: Derelict Row is right next to Adam's high-class apartment building.
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 move up in the world or lamenting their current lower station in life.
Utopia Justifies the Means: Sarif seems very upbeat about using augmentations to enhance the human race, but this trailer has him saying how some will be left behind, and that it is just "evolution."
Video Game Caring Potential: 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, given the endings, this might not be such a good thing...
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.
Video Game Cruelty Potential: 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 impale them with your arm-blades. Are those some prostitutes? Well get your slapaho on. Hobo begging you for money? A robo-fist to the face will solve that problem. Adam can solve many problems...
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.
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!
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.
It's also possible to mine corpses.
There's also a lot of potential during conversation, especially when talking to your ex-colleague from SWAT. Crush > Crush > Crush.
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.
If you have the CASIE you can also threaten to report him for the pills in his trash-can, in which case he comes back to kill you. Well, then it's self-defence, isn't it?
Most-telling is that achievements relating to takedowns explicitly state that civilians don't count, as a reaction to these kinds of videos.
Viewers Are Morons: 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.
Villain Ball: Barrett. He tells you the exact address of his co-conspirators seconds before trying to kill Jensen by Taking You with Me. Had he said anything else or nothing at all, Jensen would have no leads and the villains' plan would have gone off perfectly.
Villain with Good Publicity: 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, Gary Savage believes that Page will put an end to the human experimentation in Rifleman Bank Station when he hears it, not knowing that he is indirectly behind the whole project. Really, every member of the conspiracy is this with the exception of Eliza and that's only because she's an A.I. that isn't doing this willingly.
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 kidnapping, murder, corporate espionage and apparently torture.
Violation of Common Sense: 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?
You can also use crates to block the lines of sight for cameras and even guards
Using a fridge as mobile cover and weapon. Arguable if the fridge was intended to be used like this.
Vitriolic Best Buds: 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).
Towards the end of the game, notably the last two levels Pritchard's snarkiness nearly disappears. That's not to say Jenson's doesn't. Most notably their last exchange reflects this.
The Voiceless: 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.
Wakeup Call Boss: 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.
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 ( 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).
The Watch Maker: An eBook on Jensen's coffee table and scattered gears suggest he's taken up clockwork as a hobby, likely to build dexterity in his new hands - not to mention patience.
Well-Intentioned Extremist: Almost everyone, actually, leading to the Gray and Grey Morality. 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.
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.
Originally, upper Hengsha was supposed to be a hub featuring amongst other things a university, a festival, and a government building the players would have to scale while avoiding giant wall-clinging windows-cleaning robots, but was cut down and its missions merged with lower Hengsha. Many of the level designers felt it was their most inspired and creative hub.
Similarly, Montreal was originally intended to be a hub.
The TYM building was originally supposed to be arranged as a vertical factory, with a long shaft following the entire building and robotic production lines following the entire height of the building.
What Measure Is a Mook?: 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.
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.
What the Hell, Hero?: 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.
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. 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.
What the Hell, Player?: If you go into the woman's bathroom before talking to Pritchard in Detroit at the start of the game, he'll sarcastically inform you that even if your new augments have you confused, they didn't turn you into a woman.
Woman in White: Megan Reed (even the room at the Omega Ranch she lives in is entirely white), and the three women who power Hyron.
Wreaking Havok: 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.
You All Look Familiar: Several faces are repeated, 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.
You Bastard: Should you 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.
Adam will yell this verbatim if Malik is executed.