
You play Adam Jensen, an ex-SWAT specialist who's been handpicked to oversee the defensive needs of one of America's most experimental biotechnology firms. When a black ops team breaks in and kills the very scientists you were hired to protect, everything you thought you knew about your job changes.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain**languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 608 reviews with recorded playtime.
Reviews
Themes across 606 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This is a phenomenal game. Polished, open, interconnected and free. The themes, characters, music and gameplay are perfect and it made me fall in love with the franchise. It's worth it, especially on sale.
Je me rappelle quand j’y jouais au moment de sa sortie, frérot. À l’époque c’était déjà du lourd, mais le plus fou, c’est que le jeu a passé l’épreuve du temps sans broncher. Aujourd’hui encore, ça se joue crème, avec une liberté de ouf et plein de façons différentes d’aborder l’aventure. Que tu veuilles jouer discret, bourrin ou malin, t’as toujours moyen de te régaler. Un vrai jeu de bonhommes, pas pour les реdеs. Un vrai classique, wallah 10/10
+++
What a great game. I couldn't put it down. You play as head of security for a futuristic augmentation technology megacorporation based in a now-fragmented US. What is augmentation? It's basically like a cyborg robotic implant. Much of the lore of the game focuses on this research into making man one with machine - which it ends up, you are entangled in, in more ways than one. The worldbuilding is pretty good. The characters, while not the deepest, are believable. The graphics are good for the time. The music is nothing to write home about, but it does its job. But most important is the gameplay, and I think it's phenomenal. The game gives you a ton of freedom in how you want to play it. If you want to be a stealthy hacker, you can do that (the hacking is simple but quite fun, that was basically my preferred playstyle). If you want to be a guns blazing super soldier, you can do that. You want to be an assassin who silently picks off every enemy, you can do that. You can even play as a pacifist and not kill anyone. Depending on what augments you decide to invest into, different paths will open up to you. Very often you'll find yourself in a tricky situation, where there's one solution, but it requires super strength. Or maybe there's another solution, but it requires super jumping skills. Or there's the brute force option of just gunning your way through everyone, and hoping your combat augments can get you through it. Etc. They've done a solid job at giving you many solutions to each problem that the game presents you with. I have to give a lot of credit to the level designers for that. Being creative in the way you handle those things and seeing the payoff from the things you've invested into is the real fun of the game. It's nowhere near as in-depth as a game like the latest Hitman titles in terms of stealth options, but it gives you many choices in a different kind of way, and the stealth system works quite well for what it is. The weapon system is a ton of fun too. There is quite a wide array of weapons available to you that can be significantly customized. I'll just let you know that there is no way in hell you can have access to every weapon, so just accept that from the start, and try to focus on a couple early on that will give you some versatility. Later in the game you'll get access to more specialized and powerful weapons, so I'd recommend saving some space for at least one of those. I personally had a ton of fun with the laser rifle - though I'd like to point something out with regards to it. It appears that it is bugged in more than one way on the PC version. Firstly, there is no scope texture or reticle to help you aim. That makes it really difficult to use. However, I found the solution for that - if you go into the settings and turn on the in-game reticle (which is pretty useful anyway), it will, for some reason, make the scope visible, which makes aiming it way more realistic. The other bug is also kind of game breaking, because the laser rifle consumes ammo WAY slower than it should. So basically, once you get it, it is an infinite source of laser beams, and it is not supposed to be that way. That said, you get it late enough in the game that by then you'd have some pretty OP weapons, but it really does take it up a notch. I tried not to over-rely on it, but it is really fun to use. I think the game does a decent job of not trying to push a narrative onto you, which would have been easy to do considering the subject matter. That said, I did have one complaint about the ending: [spoiler] that being anti-Illuminati forces you to be anti-technology, when there's really no reason that those two should go together - though I suppose I can see what they were getting at. I just wanted to expose the Illuminati. I didn't want to push the world one way or the other when it came to human augmentation. But that's the choice it gives you so it is what it is. [/spoiler] For the record, I haven't played the first one, but I do want to now, and many people say its their favorite game of all time, so I'm excited to get around to it. All in all, I think it would be damn near impossible to find a better value proposition for a game these days. It's selling for less than a cup of coffee on sale. This brings me back to when AAA games were high-quality and not just pretty graphics but full of annoying millennial self-insert characters, repetitive slop, and leftist propaganda. It makes me realize how far the mainstream games industry has fallen. I would recommend this game to anyone. 9/10
Je ne vais pas faire semblant d’être objectif avec [b]Deus Ex : Human Revolution[/b]. C’est impossible. Ce jeu m’a marqué d’une manière rare, presque intime, au point d’influencer ma façon de penser, de créer et même de mener mes parties de jeu de rôle depuis tant d'années. Il y a des œuvres qu’on apprécie, et d’autres qui s’installent durablement en nous. Celle-ci fait clairement partie de la seconde catégorie. Dès les premières minutes, quelque chose se met en place. Une atmosphère dense, lourde de sens, portée par une direction artistique immédiatement reconnaissable. Ce mélange de noir profond et de doré, presque symbolique, donne une identité visuelle forte qui n’a pas pris une ride. Malgré sa sortie initiale en 2011 et cette version "Director’s Cut" en 2013, le jeu reste aujourd’hui encore totalement viable visuellement. Ce n’est pas une question de technique pure, mais de cohérence artistique. Les villes, les intérieurs, les lumières, tout raconte quelque chose. Detroit, Hengsha, les laboratoires, les appartements, les ruelles… chaque lieu a une âme, une histoire, une fonction narrative. Et justement, cette narration environnementale est l’une des plus grandes forces du jeu. On ne se contente pas d’écouter des dialogues ou de suivre un objectif. On observe, on lit, on fouille. Chaque e-mail, chaque détail, chaque disposition d’objet enrichit le monde. C’est un jeu qui récompense la curiosité, qui respecte l’intelligence du joueur. Il ne surligne pas tout, il suggère, il laisse assembler les morceaux. L’écriture, elle, est d’une richesse remarquable. Les dialogues sont crédibles, souvent nuancés, parfois inconfortables. Les personnages ne sont pas de simples archétypes. Adam Jensen lui-même est fascinant dans sa retenue, dans son humanité mise à l’épreuve. Les personnages secondaires existent vraiment, avec leurs contradictions, leurs peurs, leurs convictions. Le jeu ne cherche pas à imposer une vérité simple. Il pose des questions, et surtout, il nous laisse avec. Le thème du transhumanisme est traité avec une intelligence rare. Les augmentations ne sont pas juste un gadget de gameplay, ce sont des choix moraux, sociaux, politiques. Qui a accès à ces technologies, à quel prix, avec quelles conséquences. Le jeu aborde des dilemmes qui restent aujourd’hui encore extrêmement actuels. Il pousse à réfléchir sans jamais devenir moralisateur. Et c’est là que [b]Deus Ex : Human Revolution[/b] brille vraiment. Il ne donne pas de réponse facile. Chaque décision compte, parfois immédiatement, parfois bien plus tard. Certaines actions semblent anodines sur le moment, mais finissent par avoir des répercussions inattendues. Cette sensation que tout peut basculer selon nos choix donne une profondeur rare à l’expérience. Et pourtant, le jeu pourrait sembler linéaire à première vue. Mais en réalité, il ne l’est jamais vraiment. Les approches sont multiples. Infiltration totale, action directe, manipulation sociale, exploration… tout est possible, ou presque. Le gameplay est un terrain de jeu incroyable. Les augmentations ouvrent des possibilités variées, qui transforment réellement la manière de jouer. On ne se contente pas d’améliorer des statistiques, on redéfinit son approche. Et c’est ce qui rend la rejouabilité aussi forte. Refaire le jeu, ce n’est pas répéter, c’est redécouvrir. Tester d’autres choix, d’autres chemins, d’autres philosophies. Il faut être honnête sur un point. Les combats de boss ne sont pas parfaits. Ils peuvent parfois casser le rythme ou limiter les approches possibles, surtout dans une première version du jeu. La "Director’s Cut" améliore les choses, mais on sent encore une légère dissonance avec le reste de l’expérience. Cela dit, ça n’entache jamais profondément l’ensemble. La musique mérite vraiment plus qu’un simple paragraphe, parce qu’elle est au cœur de ce que [b]Deus Ex : Human Revolution[/b] me fait ressentir. Elle est exceptionnelle, oui, mais surtout profondément juste. Elle ne cherche jamais à en faire trop. Elle s’inscrit dans chaque scène avec une précision presque invisible, comme si elle faisait partie du monde lui-même. Elle accompagne sans écraser, elle soutient sans diriger. Et pourtant, elle amplifie chaque moment avec une subtilité rare. Il y a des instants où elle disparaît presque, laissant place au silence, puis elle revient, douce, froide, parfois presque fragile, avant de devenir soudainement poignante, marquante, inoubliable. Ce qui me frappe le plus, c’est cette capacité qu’elle a à capturer l’essence même du jeu. Cette mélancolie futuriste, ce sentiment constant d’être entre deux mondes, entre progrès et perte d’humanité. Les sonorités électroniques se mêlent à quelque chose de profondément humain, presque organique. Ce contraste n’est jamais forcé, il est naturel, évident. Certains morceaux donnent une impression de solitude immense, d’autres traduisent une tension sourde, presque politique. Et parfois, il y a cette forme de tristesse contenue, comme si le jeu lui-même était conscient du prix à payer pour avancer. C’est une bande-son qui ne se contente pas d’habiller l’univers, elle le définit. Et puis il y a ce qu’elle laisse après. Certains thèmes restent en tête longtemps, pas seulement parce qu’ils sont beaux, mais parce qu’ils sont chargés de sens. Ils sont liés à des choix, à des moments, à des émotions précises. Quand je les réécoute, je ne pense pas juste au jeu, je revis des situations, des dilemmes, des ambiances. C’est une musique qui s’ancre dans la mémoire, qui dépasse son rôle initial. À mes yeux, elle est parfaitement alignée avec le propos du jeu, au point de devenir indissociable de son identité. Sans elle, [b]Deus Ex : Human Revolution[/b] ne serait tout simplement pas la même œuvre. Le travail sonore ne se limite pas à sa bande originale. Le "sound design" dans son ensemble est d’une précision remarquable. Les bruits d’augmentations, les interfaces, les portes, les machines, les pas dans différents environnements… tout participe à rendre le monde crédible. Chaque son semble avoir été pensé pour renforcer cette immersion dans un futur tangible, presque réaliste. Même les silences sont utilisés intelligemment, créant parfois une tension bien plus forte que n’importe quelle musique. C’est ce souci du détail qui rend l’univers aussi vivant, aussi crédible, et qui ancre encore davantage le joueur dans cette réalité. Et puis il y a la fin. Les fins, plutôt. Elles ont parfois été critiquées, jugées trop abruptes ou trop simples. Je comprends ces critiques, mais je ne les partage pas. Personnellement, elles m’ont convaincu. Peu importe celle que l’on choisit, chacune apporte une lecture différente du monde et des événements. Ce ne sont pas des conclusions fermées, mais des ouvertures vers la réflexion. Et dans un jeu comme celui-ci, ça fait sens. Ce qui me touche le plus, avec le recul, c’est l’impact que ce jeu a eu sur moi en tant que maître de jeu. Depuis bientôt quinze ans que je "maitrise", [b]Deus Ex : Human Revolution[/b] a influencé ma manière de construire des scénarios, d’écrire des personnages, de gérer les conséquences des actions des joueurs. Cette idée que chaque choix doit avoir un poids réel, que le monde doit réagir, que les dilemmes doivent être crédibles et parfois inconfortables… je la dois en grande partie à ce jeu. [b]Deus Ex : Human Revolution[/b] n’est pas juste un excellent jeu. C’est une œuvre profondément cohérente, réfléchie, ambitieuse. Une expérience qui respecte le joueur, qui le challenge intellectuellement autant que mécaniquement, et qui laisse une empreinte durable. Je pourrais essayer d’en parler avec distance, de peser chaque qualité, chaque défaut, de ramener cette expérience à quelque chose de mesurable. Mais ce serait trahir ce que ce jeu représente réellement pour moi. Certaines œuvres dépassent le cadre de l’analyse, non pas parce qu’elles sont parfaites, mais parce qu’elles laissent une trace, durable et personnelle.
Childhood classic. No lethal gun needed but a pistol for walls.
I never asked for this... But this game has left a mark on my soul with its music, story, atmosphere. So many memories of my youth when I got introduced to this masterpiece. And since then not a single immersive sim came close to what Deus Ex: Human Revolution has achieved
It took me an hour to get this game playable at 4k. Word of advice, do yourself a favour, if you are going to be playing this 2026 and onward, download "https://www.nexusmods.com/deusexhumanrevolution/mods/28?tab=posts" (Without the quotes | PS, if you need to validate a Nexus Mods link, I can't help you.) this. The DXHR Exe Patcher from Nexus Mods. If the link deprecates at some point, may god help you. For FOV past 110 and Mouse Acceleration fixes... You will need to modify your registry. Yes, do the Win+R and type in "Regedit" (Without the quotes) and hit enter. Go to HKEY_CURRENT_USER -> SOFTWARE -> Eidos -> Deus Ex: HRDC From here, for FOV, find g_fov and set it to "71 00 00 00". I have been told this is 120 FOV. I could have been lied to, but, meh For Mouse Acceleration, find "g_debugFreeLookSpeedScalingRatio_Pitch" and "g_debugFreeLookSpeedScalingRatio_Yaw" and set them both to "00 00 00 00" There is still some more jank to be fixed, but, I can't be bothered to help you past this point. Its a video game. I bought it for 2 dollars.
Adam Jensen didn't ask for this, but I absolutely did. Spent an embarrassing amount of hours sneaking through every level like a ghost, failing constantly and still having a great time. The cyberpunk atmosphere is on point, the story actually keeps you invested and the augmentation system makes you feel genuinely powerful. Director's Cut also fixes the infamous boss fights, so that excuse to skip it is gone. Whether you go full stealth or just punch through walls, the game respects your choices either way. One of those rare RPGs that still holds up years later. Just play it. [b][9/10][/b]
By all intents and purposes, this game should've flopped. Trying to bring back Deus Ex to a modern audience (the year of our lord 2011) a decade after the original with all the changes in the real world was a colossal task. Luckily, Eidos Montreal managed to do it and then some. I wouldn't call it on par with the original or worse. I feel like both can stand together pretty strongly as products of their era. I wont spoil, so don't worry. STORY This game (much like the original) are the type of lore, worldbuilding and storytelling that'll make you wanna off yourself smooth off. You ever see something in a videogame that mirrors reality so damn well, except it's bad and you have a moment of "Oh f*ck"? Take that feeling and make A WHOLE GAME ABOUT IT (that isn't the 3rd act of metal gear solid 2). I played this game last decade and it felt like a fascinating look into an alternate reality, a dystopian one, and thought nothing more of it. Playing it NOW though? It's bloody grim, brother (Too bad we don't get the cool aug tech and are stuck with cringe lame corpos who shill a pathetic AI that'd make Eliza actually feel offended). The major strength of this game lies in its dialogue, and trust me you'll get A LOT of it. There's even "dialogue boss fights" where you must try to convince specific characters (and get very well rewarded if you do) and you can only do it by dissecting what they say according to their personality. In general, prepare to read A LOT in this game. I'd also like to highlight how this game handles karma, because there IS a karma system...kinda. You take a decision and something happens from it. It's up to you to decide whether it benefits you or not. Does it? Cool! It ties with your own morality and objectives. Does it not? Deal with it, HOWEVER, the game wont scold you for it, it wont give you "angel or devil points" or any of that garbage. Things merely happen and it's up to your own standards to measure your successes and shortcomings. You know, treating you, THE PLAYER, like an adult. It wont tell you "do this to earn X" or even give you hints many times that if you decide Y you'll get Z. You have to go out of your way to explore, and more often than not, the game will react to it. Even the endings are fairly gray morally speaking with their own ups and downs, so you may end up giving it a solid thought for a moment before deciding (if you immersed yourself enough in the story and learned properly about all the dirty little secrets the characters have that is) GAMEPLAY. Immersive sim at its finest. There's a reason this franchise is the top dog and pioneer of the genre. The amount of choices you make in how you approach challenge makes this a very replayable title for different skill builds. Hacker, stealth, assault, the maps all have benefits for these playstyles and the director's cut thankfully addressed the shortcomings the bosses had in the original release by not making them a straight confrontation (stealth players rejoyced at now being able to set up traps or pit androids/turrets against them lol). EXPLORE, LOOK AROUND, There's almost always something somewhere to loot and learn about. ART Michael McCann my lord, the music for this game is fantastic. No notes, it's simply good, fitting and wonderful. The designs of the world, characters and technology is also very well handled. If anything I feel like we as a species failed to reach these standards in tech design since next year the game's events begin to take place (...man it's been a long time) and the most we have is lame flat white soulless corpo garbage. This game's 2027 looks way fancier yet still feasible and at the same time so far away from what we have today, a mere year prior. NEGATIVES. Many wont like the endingtron 3000 and that is ok (though it'd be dishonest to pin that on this game alone given the original also more or less left the ending down to a simple choice). The missing link...thematically, story-wise and lore-wise I don't mind it. It's the "we'll wipe all your aug progress" part that bothered me greatly MAINLY because it happens at such a late stage in the game (about 2 maps before the end). I get what they were going for, but it could've been handled better. I haven't mentioned anything about performance 'cause before booting the game I gave PCGamingWiki a visit and applied every patch, bugfix, etc they listed there to make my experience smoother, and it did! I had genuinely ZERO issues in my +30 hours of gameplay thanks to that, however I do know some will argue "my game should boot up just fine without having to tweak it so much!" and I can't really be against that mindset 'cause the original port of the game ran smoothly and DC is...shaky. Overall, this game is a gem, the original is a gem, AND I'LL FOREVER CURSE SQUARE ENIX FOR WHAT IT HAS DONE TO THIS FRANCHISE. THEY DIDN'T DESERVE DEUS EX, THEY DIDN'T DESERVE EIDOS MONTREAL. THEY SHOULD'VE SANK AWAY WITH ALL THEIR ***** FINAL FANTASY ***** THOSE ♥♥♥♥♥♥♥♥♥♥ ***** ***** ***** *******
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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