Coñas aparte. Después de que acabara el embargo el día 24, han ido saliendo las impresiones completas de los
desgraciados periodistas señores que jugaron las 3 primeras horas del juego. Una que me ha gustado especialmente es la de PCGamer:
http://www.pcgamer.com/2011/02/24/deus-ex-human-revolution-hands-on-the-first-three-hours/Destaco algunas partes:
You arrive back at Sarif Industries, in the lobby, and are free to explore wherever you like. Sarif wants you on the helipad to respond to a situation at one of the company’s remote facilities, but you’re not forced to oblige him in any kind of time. I wandered around the complex talking to everyone, going into every office and every floor, much the same way I did at UNATCO HQ back in 2000.
Naturally, my next stop was the ladies’ bathroom. There’s a running joke if you keep blundering in there in UNATCO headquarters in the first game, so I had to know if Eidos Montreal would acknowledge it. Two women in the stalls are discussing your return to work in there, oblivious to your presence, and they hint at something you don’t know about your injuries and the attack that day. Intriguing, but not funny.
Later, though, my experiment in creepiness paid off: tech stereotype Pritchard adds, after briefing you, “Your body’s changed, Jensen, but you haven’t become a woman. Stay out of the ladies’." 
With the important stuff out of the way, I finally found the helipad and set off to save some lives. The mission isn’t as simple as a hostage rescue: a group of anti-augmentation purists have raided the facility where Sarif was developing the Typhoon aug, the one Jensen’s using when he fires out tiny explosives in every direction in the first in-game trailer. They’re presumably looking to steal the prototype, and they’ve taken scientists hostage along the way.
It says something about Sarif, both the company and the man himself, that your primary objective is the Typhoon prototype – the five scientists with their lives on the line are secondary. It’s even possible to get them killed before you so much as start this mission – if you take much longer than I did exploring Sarif HQ, after repeated warnings from Sarif himself, he’ll let you know the situation has changed, and the hostages are dead when you arrive.
Before your chopper lands, Sarif tells you that “The rules of engagement are your call: do you want to go lethal or not?” He’s not, as I feared, asking you to set the failure conditions of the mission. The next question is whether you’d rather get close or engage at a distance: this is the weapon selection conversation you had with your brother Paul at the start of the first game, but with another level of choice. I picked nonlethal and close up – basically Hard Mode – and got a Stun Gun; a short range tazer with just a few darts. If I’d gone with long range, I would have got a tranquilliser rifle – the equivalent of the first game’s mini-crossbow. Close range lethal is the Magnum revolver, and long range lethal is the assault rifle.
Once I got the hang of punching, I tended to overuse it. I finally found the hostages, still alive in a room with a toxic gas canister ready to release. Its trigger was tied to the door I just came in through, so I had seconds to save them. I couldn’t see a prompt to defuse the bomb, so I went to the hostages hoping to carry them out. All I got was the usual melee prompt – tap the button to knock them out, hold it to kill them. Well, I didn’t want to kill them. Tap it is!
You’re, er, not meant to punch the hostages. You certainly can, and you can even drag their limp bodies away. In fact, since I had Strength, I could have easily tossed this unconscious middle-aged lady out of the room with some force. The trouble was, the bomb trigger also locked the door. By the time the gas started to leak out, all I could do was sneak out the vent I should have come in through, while the surviving hostages screamed at me to stay away from them before choking to death. Probably not going to get Secret Agent of the Year for that one,
The mission ends – some tough encounters later – in a confrontation with Zeke. He has a hostage, and you have a choice: talk him down, let him leave, or attack. Talking triggers the game’s interesting conversational combat system: each tack you try gets a particular response from Zeke, and each of those has a right response, a wrong response, and one that will neither drive him over the edge nor calm him down. The exact lines Zeke throws at you are somewhat randomised, so you can’t just memorise the correct responses to each, you have to think about what he’s said and figure out the right counter-argument for his frame of mind.
I just punched him. A friend, playing for Edge magazine, punched the hostage instead – an innovative solution he didn’t quite intend, but which nevertheless saved her life.
Other thoughts
* At one point I had to get past an automated turret. Rather than hack it or sneak through a vent, I pushed a heavy crate ahead of me with Strength, then when I was behind it, simply picked the whole turret up and put it in a corner, facing the wall uselessly. Strength is ace.
* A pure sneaking approach is definitely possible, but I found ambushing more fun. Guard patrols are random and you sometimes have to wait a long time for a group of enemies to all be facing the right way for you to get past. I had better results waiting for all but one to look away, then just punching or tazing the guy before he can make a sound.
* Guards revive friends they find unconscious, then search the area together. This leads to some fun games of cat and mouse.
* You’re still chief of security for Sarif, yet the security console in your office only has access to the cameras in the building, not the turrets or bots. Your lack of trust in me is probably wise, Sarif.
* An AI problem: at one point I ran out of ammo completely and was stuck facing two guards down a long corridor. Whether it was a glitch in this early code or not, they wouldn’t budge either when attacking or when I slipped out of sight. This early in the game, I had no other options – you can’t survive that kind of fire and none of my augs were useful with only one pip of energy. Had to load an earlier save.
* In an office under renovations, I came across a can of spraypaint with the Look of Disapproval on it: ಠ_ಠ It’s an emoticon best known on social news site reddit, which has a strong gaming community – presumably an artist on the team is a fan. The paint colour: red, of course.