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I am playing Deus Ex for the first time.

1235717

Posts

  • meatflowermeatflower Registered User regular
    edited July 2009
    Best part about owning Deus Ex on Steam? Right click -> Install Game...

    meatflower on
    archer_sig-2.jpg
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited July 2009
    "Who will help the widow's son?" -- That line still gives me chills.

    I didn't even know that actually meant anything for a good long while. Once I found out though I was all, ooooh.

    Axen on
    A Capellan's favorite sheath for any blade is your back.
  • Captain ElevenCaptain Eleven The last card is a kronk Registered User regular
    edited July 2009
    Houn wrote: »
    Oh man. I can't reinstall this right now. I've got BlazBlue to master, and CoD4 on the way from Goozex.

    Fuck you. Fuck all of you right in the ass. God damn it!

    To this day, I name my server Helios, and my desktops Daedalus and Icarus.

    My wireless network is Helios.

    Captain Eleven on
    steam_sig.png
  • DarkPrimusDarkPrimus Registered User regular
    edited July 2009
    Axen wrote: »
    "Who will help the widow's son?" -- That line still gives me chills.

    I didn't even know that actually meant anything for a good long while. Once I found out though I was all, ooooh.

    Care to explain? I can't even remember where in the game that line is from.

    DarkPrimus on
  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    edited July 2009
    DarkPrimus wrote: »
    Axen wrote: »
    "Who will help the widow's son?" -- That line still gives me chills.

    I didn't even know that actually meant anything for a good long while. Once I found out though I was all, ooooh.

    Care to explain? I can't even remember where in the game that line is from.

    That along with a certain stance, is the sign used by Freemasons in distress. The stance looks a lot like the one you'd make as a kid when a playmate tells you to "stick em up." Any other Freemason that sees this sign is supposed to drop everything and help the dude out.

    Drake on
  • emnmnmeemnmnme Registered User regular
    edited July 2009
    So when you press F12 and turn on your flashlight .... does that mean JC's eyeball is emitting the light? I can't figure out where it is coming from.

    emnmnme on
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    edited July 2009
    emnmnme wrote: »
    So when you press F12 and turn on your flashlight .... does that mean JC's eyeball is emitting the light? I can't figure out where it is coming from.

    An old guidebook I have specifically says not to think too hard about where the beam is coming from, though the in-game description suggests the agent's retina is getting lit up with bioluminescent cells or somesuch. So, yeah, flashlight eyes.

    SCIENCE

    Edit: I also found it amusing and a little creepy that homeless people not only had detailed opinions of and ties to global politics, but were often college-educated and amazingly insightful. Like the guy in the free clinic going on about the Grey Death vectors
    who turns out to be right on the money about how it's transmitted; namely, through the chlorine spill in the East River.

    Stolls on
    kstolls on Twitch, streaming weekends at 9pm CST!
    Now playing: Teardown and Baldur's Gate 3 (co-op)
    Sunday Spotlight: Horror Tales: The Wine
  • XtarathXtarath Registered User regular
    edited July 2009
    God damn the future will be great.

    Xtarath on
  • IriahIriah Registered User regular
    edited July 2009
    the worst, the absolute worst thing about DXIW, was the shit writing and dialogue. No memorable characters, no memorable conversations, twists that would be visible from orbit, and terrible, terrible endings. Alex is a featureless, flat, boring character - they mistook JC's deadpan delivery for being an emotionless shell, or they simply couldn't recreate it. Furthermore, they shit all over the ideology and characterization of older characters (Nicolette and the leader of Silhouette come to mind).

    One of the lines from DX1 - when you find Sandra being intimidated by a pimp - is "You've got 10 seconds before I add you to the list of NSF casualties." Total badass. And you get lines like that every fourth conversation or so. Especially with Walton Simons (like when you
    Kill Manderley from the door instead of walking up to him, and also the final conversation you have with him.
    )

    There was just something missing from DXIW. There weren't any cool bits, hidden bits, and the quality of the newspapers and books (all the worldbuilding) was gone.

    Iriah on
  • Fatty McBeardoFatty McBeardo Registered User regular
    edited July 2009
    DarkPrimus wrote: »
    Axen wrote: »
    "Who will help the widow's son?" -- That line still gives me chills.

    I didn't even know that actually meant anything for a good long while. Once I found out though I was all, ooooh.

    Care to explain? I can't even remember where in the game that line is from.

    One of the people in the Hell's Kitchen clinic says it to you. It freaked me out because it showed that the secret societies and conspiracies extended to pretty much everyone, even the people who looked like innocent bystanders.

    Fatty McBeardo on
  • edited July 2009
    This content has been removed.

  • augustaugust where you come from is gone Registered User regular
    edited July 2009
    glithert wrote: »
    Is the ps2 version of this any good?

    No.

    Play it on a computer.

    Like a man.

    august on
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited July 2009
    glithert wrote: »
    Is the ps2 version of this any good?

    I will answer this with a single fact: it is a first person shooter available on Steam.

    Why anyone would go with a PS2 version of a game after hearing that is impossible to fathom using rational mods of conception.

    TychoCelchuuu on
  • DaedalusDaedalus Registered User regular
    edited July 2009
    Didn't we have one of these threads once where we started talking about
    "hey, I couldn't bring myself to abandon Paul in the apartment, so I never found out what happens if you don't save him"
    and someone else freaked out and said
    "wait, you can save Paul?!"

    Ah, good times, getting people re-hooked.

    Daedalus on
  • AntithesisAntithesis Registered User regular
    edited July 2009
    Daedalus wrote: »
    Didn't we have one of these threads once where we started talking about
    "hey, I couldn't bring myself to abandon Paul in the apartment, so I never found out what happens if you don't save him"
    and someone else freaked out and said
    "wait, you can save Paul?!"

    Ah, good times, getting people re-hooked.

    That was me. And I did the next time through.

    And I just beat the game again. Funny thing I noticed (endgame):
    In the warehouse at the beginning of Area 51 with the friendly soldier hiding and the various MJ12 troops, they're there to guard a vent that leads right down to sector 4 where Bob Page is. :lol:

    And you can look up and see the vent's giant fan once you reach him! Of course, the fan keeps you from getting down there, and Bob even tells you to jump, but still. Neat.

    Also, I had the best ending to Hong Kong ever:
    I'd gotten the speed/jump upgrade up to level four, so after going to the police station and "finding out" that Maggie Chow was behind the theft of the sword (Had never actually gone that way, found out by accident my first playthrough), I got up to the top of a nearby building, shot out the main window of her apartment, and jumped between the two buildings, 30 stories up, into her living room. And then knocked her out, disabled the alarm, stole back the sword, snuck to the elevator, and walked out of the building.

    how the hell did i do that

    Anyone else done really cool things that wouldn't have been possible without maxing or nearly maxing a certain aug?

    Antithesis on
  • XtarathXtarath Registered User regular
    edited July 2009
    That freaked me out when I first started, when most games give you a choice it is like 2 different options, and you pretty much know what will stem from the choice, so when I got to that part, I had no fucking idea.

    Xtarath on
  • DaedalusDaedalus Registered User regular
    edited July 2009
    Antithesis wrote: »
    Daedalus wrote: »
    Didn't we have one of these threads once where we started talking about
    "hey, I couldn't bring myself to abandon Paul in the apartment, so I never found out what happens if you don't save him"
    and someone else freaked out and said
    "wait, you can save Paul?!"

    Ah, good times, getting people re-hooked.

    That was me. And I did the next time through.

    And I just beat the game again. Funny thing I noticed (endgame):
    In the warehouse at the beginning of Area 51 with the friendly soldier hiding and the various MJ12 troops, they're there to guard a vent that leads right down to sector 4 where Bob Page is. :lol:

    And you can look up and see the vent's giant fan once you reach him! Of course, the fan keeps you from getting down there, and Bob even tells you to jump, but still. Neat.

    Also, I had the best ending to Hong Kong ever:
    I'd gotten the speed/jump upgrade up to level four, so after going to the police station and "finding out" that Maggie Chow was behind the theft of the sword (Had never actually gone that way, found out by accident my first playthrough), I got up to the top of a nearby building, shot out the main window of her apartment, and jumped between the two buildings, 30 stories up, into her living room. And then knocked her out, disabled the alarm, stole back the sword, snuck to the elevator, and walked out of the building.

    how the hell did i do that

    Anyone else done really cool things that wouldn't have been possible without maxing or nearly maxing a certain aug?

    I maxed out Pistol once. The crosshairs just stay focused. This big buildup to a climactic fight with
    Walter Simons happens and he pulls out that plasma gun and starts talking about how much he'll fuck me up and then I just shoot him in the face and he falls down.

    Daedalus on
  • emnmnmeemnmnme Registered User regular
    edited July 2009
    Nuts to Joque and his apartment key. The pilot gives you a key to his Hong Kong apartment by the middle of the game BUT you can get there much earlier by jumping out of Maggie Chow's apartment, way across to the other side of the street, and onto Joque's balcony. Smash his window and you're inside. The devs must have known about this because there's a second apartment key inside and there's no way to get out safely unless you grab this second key.

    Were there many unique weapons in DX: IW? I found a knife under a pillow which would poison anyone I stabbed. I later figured out that bed belonged to a part-time assassin so it makes sense he'd sleep with a special knife under his pillow.

    emnmnme on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited July 2009
    What Deus Ex got right was the fact that there no wrong or right ways to do things, no light side or dark side points. The effect of being a really good or really bad guy actually had a real effect depending on the specific situation, for example, the quartermaster not giving you any ammo if you slaughtered everyone in your path earlier on in the game. And the best part was, you didn't even know half the time if you WERE doing the wrong or right thing even if you were tryng to be a good or bad guy. Every choice, no matter how big or small had it's pros and cons that really effected the story and game world instead of everyone checking your morality compass to see if you are evil or not when they meet you.

    One of the most memorable points in my gaming 'career' was about 2 hours into Deus Ex. I had been happily plugging away at the terrorists with my super maxed out shiny pistol and got back to Untco HQ to tell everone how much of a badass I had been killing all the evil bad guys. I wandered into the imfirmary and met a trooper who had recentley had a bullet taken out of him. He told me that he could still feel 'a peice of ice' lodged in him, even though it had been taken out. He seemed really depressed and his buddy thanked me for talking to his freind cause he admires me.

    At that point, I realised I had been a complete and utter ass shooting human beings all this time, threw my pistol away and carried on the game with the baton and stun rod and felt a lot better about myself.

    One of the best games of all time.

    Hotlead Junkie on
    tf2_sig.png
  • mere_immortalmere_immortal So tasty!Registered User regular
    edited July 2009
    emnmnme wrote: »
    Joque

    What are you, French?

    Pretty sure its Jock.

    mere_immortal on
    Steam: mere_immortal - PSN: mere_immortal - XBL: lego pencil - Wii U: mimmortal - 3DS: 1521-7234-1642 - Bordgamegeek: mere_immortal
  • emnmnmeemnmnme Registered User regular
    edited July 2009
    How come the terrorists never hired more women? Two. Two NSF ladies in the whole game; terrorist meetings must be sausage fests.

    NSF = NSFWomen

    EDIT:
    emnmnme wrote: »
    Joque

    What are you, French?

    Pretty sure its Jock.

    He's a refined kinda guy. He certainly likes his wine before flying.

    emnmnme on
  • RizziRizzi Sydney, Australia.Registered User regular
    edited July 2009
    Agh damn it. Going to look for my disks.

    Rizzi on
  • MartyMarty Registered User regular
    edited July 2009
    What Deus Ex got right was the fact that there no wrong or right ways to do things, no light side or dark side points. The effect of being a really good or really bad guy actually had a real effect depending on the specific situation, for example, the quartermaster not giving you any ammo if you slaughtered everyone in your path earlier on in the game. And the best part was, you didn't even know half the time if you WERE doing the wrong or right thing even if you were tryng to be a good or bad guy. Every choice, no matter how big or small had it's pros and cons that really effected the story and game world instead of everyone checking your morality compass to see if you are evil or not when they meet you.

    Well said. Each little choice leads to its own little consequences later on. Great attention to detail.

    Marty on
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    edited July 2009
    emnmnme wrote: »
    Nuts to Joque and his apartment key. The pilot gives you a key to his Hong Kong apartment by the middle of the game BUT you can get there much earlier by jumping out of Maggie Chow's apartment, way across to the other side of the street, and onto Joque's balcony. Smash his window and you're inside. The devs must have known about this because there's a second apartment key inside and there's no way to get out safely unless you grab this second key.

    Were there many unique weapons in DX: IW? I found a knife under a pillow which would poison anyone I stabbed. I later figured out that bed belonged to a part-time assassin so it makes sense he'd sleep with a special knife under his pillow.

    I think there's one or two for most types. The ones I know of:

    Toxin blade - Under some dude's pillow in an apartment in Upper Seattle.

    Red Greasel Hunter - Unique pistol in Lower Seattle; same damage, but has an infrared light that doesn't give away your position.

    Hellfire boltcaster - Unique boltcaster that ignites targets instead of stunning and KOing them. An absolute bitch to get, waaaaaay up in the Cairo greenhouse. You have to do a lot of very awkward jumping to get to it.

    Assassin pistol - A scoped magnum, basically. Buried under some trash in the Omar shop in Trier.

    Dragon's Tooth Sword - Unique energy blade that just hits harder.
    In Antarctica, on a shelf in JC's memory of Maggie Chow's apartment

    Widowmaker SMG - Unique SMG that doesn't do additional damage, but replaces the flashbomb alt-fire with one that launches a friendly spiderbot.

    Stolls on
    kstolls on Twitch, streaming weekends at 9pm CST!
    Now playing: Teardown and Baldur's Gate 3 (co-op)
    Sunday Spotlight: Horror Tales: The Wine
  • AntithesisAntithesis Registered User regular
    edited July 2009
    Marty81 wrote: »
    What Deus Ex got right was the fact that there no wrong or right ways to do things, no light side or dark side points. The effect of being a really good or really bad guy actually had a real effect depending on the specific situation, for example, the quartermaster not giving you any ammo if you slaughtered everyone in your path earlier on in the game. And the best part was, you didn't even know half the time if you WERE doing the wrong or right thing even if you were tryng to be a good or bad guy. Every choice, no matter how big or small had it's pros and cons that really effected the story and game world instead of everyone checking your morality compass to see if you are evil or not when they meet you.

    Well said. Each little choice leads to its own little consequences later on. Great attention to detail.

    This is what every choice-flaunting game these days completely misses.

    Antithesis on
  • donhonkdonhonk Registered User regular
    edited July 2009
    Hey guys, sharing some tweaks you dudes might like to see.

    This is what my Deus Ex looks like.
    Prk6j.jpg HDTP + Ultra High Quality Mod + New Vision

    Using Deus Ex Ultra High Quality Mod, which through clever use of shaders adds bump mapping and improves lighting. Adds a light bloom effect, but some people may be put off by the bumpiness on some textures, like that map in the picture for example. The Ultra High Quality mod can be turned off by pressing Shift f12 while in game, and you can also tweak the bump map height ingame as well. Also in use is The HDTP release 1. (Basically a demo.) It really only affects a couple models, such as the baton, Gunther, and some plants. I personally don't really like this because it only replace some models and makes everything else look crap, but it seems the Ultra High Quality mod will only run with HDTP.

    ALSO in use is New Vision Public Beta which is a complete overhaul of every texture, but since this is the beta it only affects some textures. It looked like almost every texture in the first level was replaced though. A pretty substantial first release. (This doesnt affect weapon and NPC textures.)

    Heres a shot with New Vision and HDTP only, with the Ultra High Quality mod turned off.
    xMQN1.jpg
    Sorry I dont have a shot of the game with New Vision turned off but I forgot to back up the default textures when I installed New Vision and I dont want to uninstall Deus Ex and reinstall it just to get a shot of the default textures. If anyone would like to take a pic in that area with the default looks, it would be appreciated.

    The game is running in DirectX9 Hardware mode at 1920x1080 on Vista. It took quite a bit of tweaking to get all of these things running together, which mostly involved changing stuff in the .INI files. Try it out yourself and send me a message if you need some help.

    donhonk on
  • MartyMarty Registered User regular
    edited July 2009
    Antithesis wrote: »
    Marty81 wrote: »
    What Deus Ex got right was the fact that there no wrong or right ways to do things, no light side or dark side points. The effect of being a really good or really bad guy actually had a real effect depending on the specific situation, for example, the quartermaster not giving you any ammo if you slaughtered everyone in your path earlier on in the game. And the best part was, you didn't even know half the time if you WERE doing the wrong or right thing even if you were tryng to be a good or bad guy. Every choice, no matter how big or small had it's pros and cons that really effected the story and game world instead of everyone checking your morality compass to see if you are evil or not when they meet you.

    Well said. Each little choice leads to its own little consequences later on. Great attention to detail.

    This is what every choice-flaunting game these days completely misses.

    Exactly! Having an overall good/evil score attached to your character and having NPCs react to that seems like a reasonable design choice until you've played a game like this.

    Marty on
  • StollsStolls Brave Corporate Logo Chicago, ILRegistered User regular
    edited July 2009
    Marty81 wrote: »
    What Deus Ex got right was the fact that there no wrong or right ways to do things, no light side or dark side points. The effect of being a really good or really bad guy actually had a real effect depending on the specific situation, for example, the quartermaster not giving you any ammo if you slaughtered everyone in your path earlier on in the game. And the best part was, you didn't even know half the time if you WERE doing the wrong or right thing even if you were tryng to be a good or bad guy. Every choice, no matter how big or small had it's pros and cons that really effected the story and game world instead of everyone checking your morality compass to see if you are evil or not when they meet you.

    Well said. Each little choice leads to its own little consequences later on. Great attention to detail.

    I could not agree more or put it more succinctly. I opined on this very subject a while ago, the short version being it's the interplay of the game's disparate elements that make it so memorable: tight scripting, versatile character builds, big levels with lots of options, and the game only ends when you win or die, no matter how horribly you behave in the interim. Relevant portions under the spoiler:
    The augs do complement the skills well, and a player is free to pick opposing or related skills and augs at their discretion. Training medicine makes first aid kits more useful, freeing up the Regeneration slot for something else. Invisibility and silent running make avoiding human enemies relatively simple, and combined with a high lockpicking skill a player can get into and out of enemy territory with minimal fuss. However, the Invisible Man may want to bump up his skill with a shotgun or pistol for when things get dicey. A player who forgoes the aggressive defense augmentation, which detonates hostile explosives and traps, may wish to invest in demolitions, giving them precious extra seconds to defuse explosive traps. Or they may want both, or neither. Radar Transparency makes dealing with electronic surveillance a non-issue, but a player may still want to learn how to hack for the chance to reprogram enemy turrets, or they can just use scrambler grenades to create friendly fire and save the skill points for rifles.

    Areas are built with this array of options in mind, and are typically large enough to encompass several entry and exit points. A heavily guarded warehouse might have a gap in its patrols, or a fire escape in a sniper’s blind spot. A classy Hong Kong penthouse can be accessed in many ways, from just ringing the doorbell to getting on the roof and breaking in through the skylight. When security arrives, one can fight them off, make a run for the stairs, or take a suicide Matrix leap to an apartment across the road. Even in matters that don’t involve combat, the player usually has options in how to proceed: pay the hiked-up cover to get in a nightclub or crack open a backdoor; bribe a corrupt office supervisor for a door code or do a favor for a nervous temp; throw a few bucks to a bum for a password or poke through his few belongings when he’s not looking, and so on.

    Equally impressive is the depth of scripting, which again is built to accommodate a variety of play styles. While some enemies are set as enemies or allies no matter what you do, it’s not always as simple as ’shoot the red dots and help the green dots.’ NSF terrorists may surrender if you get to their leader first. The cavalry might arrive and do all the messy work if you get in quietly and accomplish your objectives. You may have to shoot someone who isn’t actually a threat to save someone else. Office security and police may pay you no mind until you start acting suspicious, or if they see you fighting it out with a friendly group. And if your goal is to rescue a hostage, the game doesn’t arbitrarily end even if you fail.

    Even simple dialog reflects the care in which the game is crafted. Some people will notice if you favor lethal or non-lethal methods, and praise or criticize you accordingly. You can disobey orders not to interfere with an interrogation, but expect to be chided later. Sympathizing with a marine at a bar may net you an alternate entrance to a key area. A tense confrontation with an unarmed hostile can be avoided simply by shooting him or her when you see them, and later conversations will change to reflect this. The game is geared so that killing one person in particular is practically unavoidable, but if you do figure out a clever way around this, it will not go unnoticed.

    Best game ever? Not my call to make. But it sure as hell plays like it :^:

    Stolls on
    kstolls on Twitch, streaming weekends at 9pm CST!
    Now playing: Teardown and Baldur's Gate 3 (co-op)
    Sunday Spotlight: Horror Tales: The Wine
  • InigoInigo Registered User regular
    edited July 2009
    HOLYCRAP YOU GUYS ARE ASSHOLES I AM RESINTALLING RIGHT NOW AGAIN! This puts it over 9000 times. Clearly I must be neutered for that statement but Ill risk it.

    This is my all time favorite game next to Natural-Selection. Clearly if no one has ever tried this, PETA would frown upon such actions. But anywhere in the game where there are pigeons, and you have the G.E.P Gun and thermal vision, LOCK ONTO THOSE BIRDS WHILE THEY FLY!

    Or for a more challenging approach, snipe them out of the sky. Especially in paris, tons of pigeons in paris.

    Inigo on
    notbad4puppies2copy.jpg
  • Gorilla SaladGorilla Salad Registered User regular
    edited July 2009
    So I saw this thread and thought, "Hey! I should play Deus Ex again!"

    I CAN'T FIND MY DISK! NOOOOOOOOOOOOOOOOO!

    Gorilla Salad on
  • hygraedhygraed Registered User regular
    edited July 2009
    So I saw this thread and thought, "Hey! I should play Deus Ex again!"

    I CAN'T FIND MY DISK! NOOOOOOOOOOOOOOOOO!

    rooten dooten doo

    http://store.steampowered.com/app/6910/

    hygraed on
  • gunwarriorgunwarrior Registered User regular
    edited July 2009
    I've never played this.... still $10? I may finally have to give it a shot.

    gunwarrior on
  • gtrmpgtrmp Registered User regular
    edited July 2009
    Daedalus wrote: »
    Didn't we have one of these threads once where we started talking about
    "hey, I couldn't bring myself to abandon Paul in the apartment, so I never found out what happens if you don't save him"
    and someone else freaked out and said
    "wait, you can save Paul?!"

    Pretty sure this exact conversation happens every time someone posts a Deus Ex thread.

    gtrmp on
  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    edited July 2009
    I hated trying to save paul because that part was so buggy, and sometimes it ended with him attacking me, or being "dead" even though he had singlehandedly wiped out the entire UNACTO squad, because one soldier wound up stuck in the elevator or under the stairs or something. The first time I played it I actually thought you couldn't save him, because I thought I had and then he turned up dead later.

    Also the enhanced speed/jump legs are easily the best mod. Being able to jump from rooftop to rooftop was the best.

    Eat it You Nasty Pig. on
    hold your head high soldier, it ain't over yet
    that's why we call it the struggle, you're supposed to sweat
  • IriahIriah Registered User regular
    edited July 2009
    Stolls wrote: »
    Marty81 wrote: »
    What Deus Ex got right was the fact that there no wrong or right ways to do things, no light side or dark side points. The effect of being a really good or really bad guy actually had a real effect depending on the specific situation, for example, the quartermaster not giving you any ammo if you slaughtered everyone in your path earlier on in the game. And the best part was, you didn't even know half the time if you WERE doing the wrong or right thing even if you were tryng to be a good or bad guy. Every choice, no matter how big or small had it's pros and cons that really effected the story and game world instead of everyone checking your morality compass to see if you are evil or not when they meet you.

    Well said. Each little choice leads to its own little consequences later on. Great attention to detail.

    I could not agree more or put it more succinctly. I opined on this very subject a while ago, the short version being it's the interplay of the game's disparate elements that make it so memorable: tight scripting, versatile character builds, big levels with lots of options, and the game only ends when you win or die, no matter how horribly you behave in the interim. Relevant portions under the spoiler:
    The augs do complement the skills well, and a player is free to pick opposing or related skills and augs at their discretion. Training medicine makes first aid kits more useful, freeing up the Regeneration slot for something else. Invisibility and silent running make avoiding human enemies relatively simple, and combined with a high lockpicking skill a player can get into and out of enemy territory with minimal fuss. However, the Invisible Man may want to bump up his skill with a shotgun or pistol for when things get dicey. A player who forgoes the aggressive defense augmentation, which detonates hostile explosives and traps, may wish to invest in demolitions, giving them precious extra seconds to defuse explosive traps. Or they may want both, or neither. Radar Transparency makes dealing with electronic surveillance a non-issue, but a player may still want to learn how to hack for the chance to reprogram enemy turrets, or they can just use scrambler grenades to create friendly fire and save the skill points for rifles.

    Areas are built with this array of options in mind, and are typically large enough to encompass several entry and exit points. A heavily guarded warehouse might have a gap in its patrols, or a fire escape in a sniper’s blind spot. A classy Hong Kong penthouse can be accessed in many ways, from just ringing the doorbell to getting on the roof and breaking in through the skylight. When security arrives, one can fight them off, make a run for the stairs, or take a suicide Matrix leap to an apartment across the road. Even in matters that don’t involve combat, the player usually has options in how to proceed: pay the hiked-up cover to get in a nightclub or crack open a backdoor; bribe a corrupt office supervisor for a door code or do a favor for a nervous temp; throw a few bucks to a bum for a password or poke through his few belongings when he’s not looking, and so on.

    Equally impressive is the depth of scripting, which again is built to accommodate a variety of play styles. While some enemies are set as enemies or allies no matter what you do, it’s not always as simple as ’shoot the red dots and help the green dots.’ NSF terrorists may surrender if you get to their leader first. The cavalry might arrive and do all the messy work if you get in quietly and accomplish your objectives. You may have to shoot someone who isn’t actually a threat to save someone else. Office security and police may pay you no mind until you start acting suspicious, or if they see you fighting it out with a friendly group. And if your goal is to rescue a hostage, the game doesn’t arbitrarily end even if you fail.

    Even simple dialog reflects the care in which the game is crafted. Some people will notice if you favor lethal or non-lethal methods, and praise or criticize you accordingly. You can disobey orders not to interfere with an interrogation, but expect to be chided later. Sympathizing with a marine at a bar may net you an alternate entrance to a key area. A tense confrontation with an unarmed hostile can be avoided simply by shooting him or her when you see them, and later conversations will change to reflect this. The game is geared so that killing one person in particular is practically unavoidable, but if you do figure out a clever way around this, it will not go unnoticed.

    Best game ever? Not my call to make. But it sure as hell plays like it :^:

    I think you might like this review of Deus Ex.

    Iriah on
  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    edited July 2009
    that is a good review

    although mostly, it made me want to load up system shock 2 again

    Eat it You Nasty Pig. on
    hold your head high soldier, it ain't over yet
    that's why we call it the struggle, you're supposed to sweat
  • Foolish ChaosFoolish Chaos Registered User regular
    edited July 2009
    So I got to a certain part in the game where you are escaping a certain facility:
    Right, so its when you get caught by the UNATCO guys (right after meeting with Paul and defecting yourself). During the escape I looked everywhere for the two passwords to kill anna, but couldn't find them both. I was able to find the first, in Manderley's (who I decided to just knock unconscious) office, but coulden't locate the computer for the second.

    So when I faced Anna I just aimed a rocked at the wall behind her.... "Well I guess I will have to kill yo-" *BOOM* "AHHHHHH"..... She died from the burning. It was pretty satisfying to see her spend her last moments helplessly flailing her arms around, but I am curious as to where the second password was anyway. Anyone know?

    Also I suspect I will see Miguel again. Seems like if they make you do all that work to keep the guy alive, you would get more than a "well I'll see you later".

    Game be so awesome.

    Foolish Chaos on
  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    edited July 2009
    Isn't it in her own computer, down by the holding cells? I think that's where it is.

    Eat it You Nasty Pig. on
    hold your head high soldier, it ain't over yet
    that's why we call it the struggle, you're supposed to sweat
  • DaedalusDaedalus Registered User regular
    edited July 2009
    So I got to a certain part in the game where you are escaping a certain facility:
    Right, so its when you get caught by the UNATCO guys (right after meeting with Paul and defecting yourself). During the escape I looked everywhere for the two passwords to kill anna, but couldn't find them both. I was able to find the first, in Manderley's (who I decided to just knock unconscious) office, but coulden't locate the computer for the second.

    So when I faced Anna I just aimed a rocked at the wall behind her.... "Well I guess I will have to kill yo-" *BOOM* "AHHHHHH"..... She died from the burning. It was pretty satisfying to see her spend her last moments helplessly flailing her arms around, but I am curious as to where the second password was anyway. Anyone know?

    Also I suspect I will see Miguel again. Seems like if they make you do all that work to keep the guy alive, you would get more than a "well I'll see you later".

    Game be so awesome.
    Did you tell Miguel to run, or to stay?

    Daedalus on
  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    edited July 2009
    Dyscord wrote: »
    that is a good review

    although mostly, it made me want to load up system shock 2 again

    Fuck you. Now I have my System Shock 2 disk sitting here waiting for Deus Ex to finish installing.

    Where am I going to find time to play DX, SS2, and Arcanum (fuck you too, Arcanum thread).

    edit: Oh yeah... fucking Vampire: TM: B. I'm playing through that too.

    Drake on
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