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He is also heavily sarcastic, frequently making dry jokes at other people's expense, a trait he had even before getting augmented. He's also stoic and maybe even a bit melancholic when expressing himself, rarely showing any emotion, be it happiness, joy, sadness or anger when speaking to others. He undertakes missions exclusively alone and rarely displays strong emotion even towards close acquaintances. The most prominent fixed element of Jensen's personality is that he is a loner. However, the ending of Human Revolution shows that the player has more control of Jensen's actions than his personality in the good endings, he commends himself for staying true to his humanity regardless of temptations, while in the bad endings, he expresses remorse and disgust at himself for abusing power and resources to achieve his goals, believing that he should have been better. The player can also shape Jensen's evaluation of his own role in events that have already taken place by the time the story begins - such as the Mexicantown Massacre.
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The game provides continuous opportunities for the player to decide Jensen's ethical/moral stance towards social behaviour and the use of violence. Only this time, it’d probably be played for laughs.The personality that Jensen exhibits during both games is fixed in many ways, but the player has the ability to shape it in various others. Will Guardians of the Galaxy push you to pick the fate of an entire planet and species, as the original Deus Ex did? Actually, that sounds quite feasible. Though Guardians of the Galaxy’s moment-to-moment action definitely looks more linear, it’s a relief to see that philosophy survive in some form.Īfter all, there’s little more Deus Ex than making a call on a decision way above your paygrade, on the behalf of others who might not approve. It was a principle of Jean-François Dugas, Eidos Montreal’s executive game director, that all missions in Deus Ex: Human Revolution have multi-path solutions. So it’s a surprise to see Guardians of the Galaxy laced with conversation options-pauses in the dialogue which ask you to back certain companions over others, or decide whether to endorse a particularly dangerous course of action, like throwing a colleague over a ravine. There’s no expectation for action-adventure games to include branched storytellin-at least not since the post-Mass Effect boom in the late ‘00s, when even open-world knockabouts asked you to pick between the light side and killing a family member for kicks.
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