Dear god.
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New soundtrack is optional. If you don't like it - turn it off and you get the original. It's a matter of one's opinion. Some people love it, some hate it.
As for gameplay changes, there are next to none. I could never find how to use Shifter or Biomod with it.
You can swap to Shifter or Biomod anytime you want from the in-game options.
Considering this is supposed to be a remake, then how come it doesn't run on something like Unreal Engine 2, or hell even UE3?
It's not a remake. Where do you see it advertised as a remake? The whole idea of the project is to give Deus Ex veterans another fresh playthrough and it even managed to bring new players to Deus Ex.
Porting Deus Ex to another engine is a fuck ton work and you'd run into legal issues. There was a project a long long time ago that attempted to port it over to Unreal Engine 2 - but it died.
DeusEx Reborn
If you want a remake with a fancy new engine, wait for SE to make one.
TNM. They had the same amount of development time, and were created by equally matched modders.
Don't talk shit. Did TNM have
one level designer to work out all of the levels? No, they did not.
TNM Credits and while you're checking the list how about you take a closer look at the amount of people they had compared to Revision. By no means I'm not saying TNM had a large team, no.
And the AI is literally broken. Care to explain, quality assurance?
Ah, mKaelus's video. Here we have another clown who doesn't know a goddamn crap about anything and you believe everything you find on the web. O well.
Allow me to explain something. We haven't altered the AI in Revision. Realistic has always been very hard in the original and so it is on Revision. Also, Revision is running on HuRen's DeusEx.u with a few custom features we've built in which are not AI related. See HuRen's change log, it's here somewhere on this forum.
And here's the Combat difficulty explained:
CombatDifficulty is a multiplier vanilla used to to scale various things within the game, like something takes more damage on realistic since combatDifficutly for Realistic=4.0.
Unreal also had a filtering system based on the unreal difficulty variable. That's just called Difficulty and ranges from 0 to 3. What vanilla tried to do was to simply convert CombatDifficulty that is a decimal number to a whole number. And also Björn getting pissed that they(original devs) didn't fix this at launch since it's so damn trivial to fix. Then when you convert 1.5 that is for medium it is rounded to 2. Also 4.0 is not on the Unreal difficulty scale so that is broken as well. What Björn did was simply to convert the combatDifficulty numbers to the Unreal Difficulty numbers.