The developers lacked imagination when designing the possible upgrades

Sep 14, 2011 13:50 GMT  ·  By

I resolved to play the new Deus Ex: Human Revolution as a very edge, violent, traumatized Adam Jensen, ready to deploy overwhelming force in order to punish all those I perceive as implicated in the attack on Sarif that took away my girlfriend and my arms, turning me into a walking monstrosity.

One of the first things I did was to look at the possible Augmentations and separate the ones that I felt I needed for my play style from those that my character would never take on because they were not in sync with his worldview.

My first impulse was to get the derma upgrades, which make me more capable in a firefight because I can take more damage before going down, and the strength increases, which allow Jensen to break through walls and carry more equipment (mainly weapons) around.

I also picked up the pheromone based conversation augmentation, which adds a whole new dimension to the conversation mini-game, mostly because I was curious to see how it works not because I felt like I actually needed it.

My way of looking at the main character means that any stealth upgrade is out of the question, because I confront enemies and never avoid them and I also tried to keep my hacking upgrades to a minimum.

I also lack any interest in sneaking around too much, which rules out enhanced jumps and more breathing space for underwater excursions.

This basically means that my Praxis points will be spent on the more exotic augmentations, like the Typhoon explosive system, which I might get to use during some tough fight, the Icarus Landing System, which I will pick for the beautiful and impressive animation, and the pheromone based social influence aug, which I might find interesting during some conversation battles.

I would have liked to see some more ideas offered in the Augmentation screen, something more weird than the Typhoon and more side tracks with weird advantages for the practical powers.