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The former didn't work that well as a standalone but is nice to have for the sake of completion, while the latter adds the Automatic Unlocking Device, a useful gadget you can buy or find occasionally that hacks things instantly, and the Tong's Rescue mission, which I've never gotten around to playing but I hear is a bit naff. Bonus contentĪs well as second-screen controls and reworked boss fights, the Director's Cut of Human Revolution also includes the Missing Link post-release DLC and Explosive Action pre-order DLC. In the battle with Fedorova, for example, you can break down walls and hack environmental controls. Subsequent boss battles have also been reworked so that you can access new areas and employ more varied tactics. You still have to kill Barrett, which is annoying in a game which otherwise only forces you to kill in the intro tutorial, but now you can climb ladders to reach a higher floor, you can crawl through air vents to evade detection, and you can hack terminals that give you access to supplies and programmable gun turrets.
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In the Director's Cut, however, there is room to manoeuvre. Wanna see how the first boss fight looks in Director's Cut? Here's a spoiler-free video where I show off some of the ways it's changed. When I first got to Barrett, way back in the summer of 2011, I didn't even have a weapon. Most players had largely spent the game up to that point crouching behind walls, firing stun gun darts and hacking computers, so this was somewhat jarring. Coming around a quarter of the way through this first-person stealth game, it used to be a fearsome assault by a heavyweight military guy with a machinegun and grenades in a small, boxy room with a few pillars and explosive barrels, and the only way to defeat him was gunning him down. Take the first battle with Barrett, for example. The biggest improvement is probably the one everyone knows about: the boss fights.
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In any case, the issue of who is most responsible for the Director's Cut becomes less pressing once you begin playing it, because whoever it was has done a decent job. It's also clear from interviews that original game director Jean-Francois Dugas at least fed into the renovations, and he appears along with some of his colleagues on the developer commentary that you can enable in the main menu. Still, this is how games are made these days - development tasks scattered across the globe - and there is no suggestion that main developer Eidos Montreal wasn't instrumental in reworking this new version. Doubly so when you consider that the main criticism of the original release was that the boss fight content had been quietly outsourced to a third party. So it's a little weird to fire up the Wii U version of Deus Ex: Human Revolution Director's Cut and discover that it's been at least partly assembled by Straight Right, the Australian studio responsible for the Nintendo version of Mass Effect 3. I don't know about you, but when I hear the words "Director's Cut", I usually assume that the director has returned, adding or subtracting elements to produce the definitive version of their work.