I really liked this game. Aside from the menus, there's cool stuff to look at everywhere. The engine isn't anything impressive, but design-wise there's a lot of great work. Almost everything has a believably futuristic aesthetic, from the stylish weapons to the realistic building layouts. It has some decent-sized, non-linear areas and gives you many of the same options from the first Deus Ex. You can use stealth, you can hack, you can stack objects and climb, you can be non-lethal, you can be a mass murderer, etc.
But, while playing, I kept thinking of
Matt Warner's review for the first Deus Ex. I won't spoil anything about Human Revolution, but I'm going to refer to a couple minor spoilers for the original.
Matt Warner said:
Nothing's ever come quite as close to a genuine interactive sci-fi novel that's written as you go. Other games have tried, but the guide rails have always been way too visible. In Deus Ex they blend in perfectly, while still being there to eventually steer you in the proper direction, so the game never loses focus. It's almost magic.
Human Revolution is a step back in plot elasticity. There are no "killing Anna" moments in Human Revolution. What you do get is a handful of "killing Maggie Chow" moments, where minor characters can briefly appear (or not) based on your previous actions. There are also occasional dialogue changes in response to your choices, but again, not as much as in the original.
It feels more guided in other ways, too. And I'm not talking about stuff like conspicuously placed air ducts (though there are plenty of those). I mean things like NPCs outright telling you, "You could complete the sidequest this way... or you could try this other, less violent way," and the game constantly popping up XP bonuses and messages telling you that yes, you are taking the sneaky path, or choosing to not be a killer.
I also got the impression that Human Revolution was designed with the mindset that content creation is expensive, and there's no sense making areas that a sizable percentage of players won't see. Many of the sidequests (and side areas) are optional, but to miss them you have to willfully ignore the markers and bread crumbs the game hands you. There are still plenty of chances to poke around and explore, but I never found anything truly surprising or a place that gave me that "Am I supposed to be here?" feeling.