If I'm honest, the world of Invisible War was kinda cool. You had nation-states dissolving with nonstate actors picking up the slack, economics trumping sovereignty (as far as the WTO was concerned), genuine contrasts between walled-off enclaves and derelict slums, and all sorts of nefarious people interested in the nanotech holdovers from Deus Ex
repurposed under Tarsus/ApostleCorp.
There's intrigue there, and if they'd spent any time actually developing the key players or coming up with something close to a satisfying resolution, it could've been grand.
Hell, I could've forgiven a lot of the gameplay if the story took any advantage of the setting, but none of the characters or factions were sympathetic and it flat-out didn't make sense. In particular, about finding Dr. Nassif in Cairo, (sizeable spoiler if you haven't gotten to Trier yet)
if we're buying that the Illuminati secretly controls both the WTO and the Order, why on Earth would they have contradictory objectives towards the same person?
Conversely, I could've forgiven the story if the game conveyed the setting properly, but the massive inclinator connecting upper and lower Seattle was through some tiny doorway in a dinky little alleyway off an amazingly small broadway connected to a tiny little overlook that's under the Space Needle and dammit why did everything have to be so small raaaaaaaaaaargghbbblleerrgherl
I confess that I kind of enjoyed Seattle, but I think it's obvious they ran out of ideas fast.
JacobkoshGamble a stamp.I can show you how to be a real man!Moderatormod
edited January 2010
One of the many issues I had with Invisible War was that they went from a game that was futuristic but with recognizable and visceral connections to the real modern-day world - bars, cars, subways, shitty motels, fancy hotels, TV, dumpsters, free clinics, sewers, wet floor signs - to standard sci-fi dystopia #31, where a sterile, walled-off futureville is either surrounded by or situated above a Mad Max trash wasteland. You can see this disconnection both in the sort of stories and tasks they give you - from the verisimilitude of a terrorist attack on a subway station in the first game to the faintly arch and satirical prospect of assassinating members of a rival coffee chain in the second - and in small details, like the way the books in DX were a mixture of in-universe fiction and actual real stuff from the real world while IW had nothing at all from the real world.
That's not to say that a more science-fictional setting is a bad thing. I just feel that Invisible War didn't personalize its setting enough, and it stood in stark contrast to the way the first game really went out of its way to make its environment feel like a natural outgrowth of things we were actually seeing and experiencing in 1999 and 2000.
Bleh, thought it was fine but the game is running too fast again when indoors or low detail areas, conversations and infolink calls are getting cut short.
Tried the multicore fix, the CPU power management thing, 4 different renderers as well as setting it to windows 98 compatibility, nothing doing. Not a gamebreaker but annoying nonetheless.
Bleh, thought it was fine but the game is running too fast again when indoors or low detail areas, conversations and infolink calls are getting cut short.
Tried the multicore fix, the CPU power management thing, 4 different renderers as well as setting it to windows 98 compatibility, nothing doing. Not a gamebreaker but annoying nonetheless.
I am not mistaken. You definitely cannot keep Sandra around if you have any part in killing JoJo.
I am positive you are doing it wrong somehow, because the way I've had it go down is that Renton pulls his gun, utterly fucks it up, so I start laying into Jojo till he's on minimal health, then I let Renton finish him off.
If you don't give him a weapon and cap Jojo, Sandra leaves.
The worst outcome of course was all the times Sandra gets killed in the crossfire. I saw it happen, then found I could talk to him afterwards and
I'm pretty sure you must be just shooting Jojo in the head immediately - you have to let Renton get a shot in I think.
Or maybe Renton has to deal the killing shot?
I'm certain that works if you give him a weapon and let him fire at least once. I've had to step in because apparently he doesn't have any ammo in reserve, and if he runs out he just runs around helplessly; to the best of my recollection, Sandra shouldn't run off if you armed him, whether he killed JoJo or not.
From my testing I found that it's okay to pepper spray Jojo, at least.
Bleh, thought it was fine but the game is running too fast again when indoors or low detail areas, conversations and infolink calls are getting cut short.
Tried the multicore fix, the CPU power management thing, 4 different renderers as well as setting it to windows 98 compatibility, nothing doing. Not a gamebreaker but annoying nonetheless.
Ah, this thread got me starting a new realistic run through the game.
I really have to extend my profound thanks to the folks who pointed out the insta-knockout spot at the base of the spine, I'd always aimed for the head with the baton and thus never had any luck with using it.
Hell, my new skill with the baton has revolutionised my stealthy/non-lethal playstyle, as I always used to have to scrape around to try and find enough tranq darts to make it through the first half of the game, whereas now I have more than enough in reserve for any tricky situations that might arise.
Just out of curiosity, do you get an insta-kill if you hit an enemy in that spot with a lethal melee weapon?
In particular, about finding Dr. Nassif in Cairo, (sizeable spoiler if you haven't gotten to Trier yet)
if we're buying that the Illuminati secretly controls both the WTO and the Order, why on Earth would they have contradictory objectives towards the same person?
I know that is where the game broke down for me, I was able to sorta grind my way through the first part then when I started exploring Cairo what you mention just got ridiculous in combination with the map layout of how these guys came across as being next door to each other. The sense of scale and the environment being fleshed out as a place the NPCs actually lived in and gave a shit about was all gone (not surprisingly, something I find to be a fault with many, many game settings being as fake cardboard props as the town in Blazing Saddles).
Oddly enough, I am curious if knowing which future was chosen for Deus Ex 2 and its poor implementation, does that affect anyone's decision to pick it as a future at the end of Deus Ex. I think I remember originally choosing to send the world into the dark ages a la Escape From LA Snake Pliscen move where I imagine JC would be wandering the wastelands doing whatever he wants as a sort of super human in a version of Fallout's future.
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augustwhere you come from is goneRegistered Userregular
Ah, this thread got me starting a new realistic run through the game.
I really have to extend my profound thanks to the folks who pointed out the insta-knockout spot at the base of the spine, I'd always aimed for the head with the baton and thus never had any luck with using it.
Hell, my new skill with the baton has revolutionised my stealthy/non-lethal playstyle, as I always used to have to scrape around to try and find enough tranq darts to make it through the first half of the game, whereas now I have more than enough in reserve for any tricky situations that might arise.
Just out of curiosity, do you get an insta-kill if you hit an enemy in that spot with a lethal melee weapon?
I think there's some sort of damage modifier, yeah. They might have to be surprised for it to work.
EDIT: And DX2 uses a weird amalgam of all the original's endings.
Bleh, thought it was fine but the game is running too fast again when indoors or low detail areas, conversations and infolink calls are getting cut short.
Tried the multicore fix, the CPU power management thing, 4 different renderers as well as setting it to windows 98 compatibility, nothing doing. Not a gamebreaker but annoying nonetheless.
Bleh, thought it was fine but the game is running too fast again when indoors or low detail areas, conversations and infolink calls are getting cut short.
Tried the multicore fix, the CPU power management thing, 4 different renderers as well as setting it to windows 98 compatibility, nothing doing. Not a gamebreaker but annoying nonetheless.
I am not mistaken. You definitely cannot keep Sandra around if you have any part in killing JoJo.
I am positive you are doing it wrong somehow, because the way I've had it go down is that Renton pulls his gun, utterly fucks it up, so I start laying into Jojo till he's on minimal health, then I let Renton finish him off.
If you don't give him a weapon and cap Jojo, Sandra leaves.
The worst outcome of course was all the times Sandra gets killed in the crossfire. I saw it happen, then found I could talk to him afterwards and
I'm pretty sure you must be just shooting Jojo in the head immediately - you have to let Renton get a shot in I think.
Or maybe Renton has to deal the killing shot?
That's possible.
I just ran straight upstairs and killed JoJo before even speaking to the Rentons on my current playthrough, because i've never had Sandra leave and I want to see what she does in the gas station.
This was one of the best parts in the second game for me. I mean, that's not necessarily saying much, but I was amused at the resolution at the end and it made at least as much sense as anything else in the game world.
If my motherboard wasn't fried I'd be all over a realistic play-through. Strange to think I've owned this game for 10 years...Hands down greatest game ever created!
I believe that is the precise method of alerting Jock to the bomb situation, you can hit the impostor with whatever you want to, but IIRC until you confirm with Everett that the guy actually is an impostor, you can't ask Jock to check the chopper.
Just out of curiosity, do you get an insta-kill if you hit an enemy in that spot with a lethal melee weapon?
Tangentally related; during my training with a collapsable baton, the head, neck and spine were designated as potentially lethal spots to strike. I know, I know, it's just a game, but I find it funny that areas we were told "Do Not Hit!" are fair game as "less lethal" options for a nano-tech augmented super-person.
I suppose you aren't necessarily killing them, but you're probably crippling people by the dozen.
At least putting a bullet between their eyes ends their suffering. Doing what you do is likely prolonging it unnecessarily.
Asshole.
:P
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
I believe that is the precise method of alerting Jock to the bomb situation, you can hit the impostor with whatever you want to, but IIRC until you confirm with Everett that the guy actually is an impostor, you can't ask Jock to check the chopper.
Pretty sure Jock checks the chopper regardless if you confirm it with Everett or not as I can't recall ever doing that. I should replay Deus Ex, it's been at least three years.
I only ever murdered the mechanic and talked to Jock
The game pretty much takes the homicide as evidence of your suspicion
Yeah, they took almost everything into account but I guess they didn't really think about the homicidal psychopath who just murders people. That or it was supposed to be a joke about how nobody wants to admit JC is just slaughtering innocents so instead they act like he had a reason and this time it turns out he did.
Posts
Hell, I could've forgiven a lot of the gameplay if the story took any advantage of the setting, but none of the characters or factions were sympathetic and it flat-out didn't make sense. In particular, about finding Dr. Nassif in Cairo, (sizeable spoiler if you haven't gotten to Trier yet)
Conversely, I could've forgiven the story if the game conveyed the setting properly, but the massive inclinator connecting upper and lower Seattle was through some tiny doorway in a dinky little alleyway off an amazingly small broadway connected to a tiny little overlook that's under the Space Needle and dammit why did everything have to be so small raaaaaaaaaaargghbbblleerrgherl
I confess that I kind of enjoyed Seattle, but I think it's obvious they ran out of ideas fast.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
I mean in Deus Ex the first level is a big island with no loading screens until Unatco, compared to loading screens every ten mintues in IW.
That's not to say that a more science-fictional setting is a bad thing. I just feel that Invisible War didn't personalize its setting enough, and it stood in stark contrast to the way the first game really went out of its way to make its environment feel like a natural outgrowth of things we were actually seeing and experiencing in 1999 and 2000.
Tried the multicore fix, the CPU power management thing, 4 different renderers as well as setting it to windows 98 compatibility, nothing doing. Not a gamebreaker but annoying nonetheless.
http://forums.steampowered.com/forums/showthread.php?t=808112
This should work
From my testing I found that it's okay to pepper spray Jojo, at least.
I love you.
Seriously.
I really have to extend my profound thanks to the folks who pointed out the insta-knockout spot at the base of the spine, I'd always aimed for the head with the baton and thus never had any luck with using it.
Hell, my new skill with the baton has revolutionised my stealthy/non-lethal playstyle, as I always used to have to scrape around to try and find enough tranq darts to make it through the first half of the game, whereas now I have more than enough in reserve for any tricky situations that might arise.
Just out of curiosity, do you get an insta-kill if you hit an enemy in that spot with a lethal melee weapon?
I know that is where the game broke down for me, I was able to sorta grind my way through the first part then when I started exploring Cairo what you mention just got ridiculous in combination with the map layout of how these guys came across as being next door to each other. The sense of scale and the environment being fleshed out as a place the NPCs actually lived in and gave a shit about was all gone (not surprisingly, something I find to be a fault with many, many game settings being as fake cardboard props as the town in Blazing Saddles).
Oddly enough, I am curious if knowing which future was chosen for Deus Ex 2 and its poor implementation, does that affect anyone's decision to pick it as a future at the end of Deus Ex. I think I remember originally choosing to send the world into the dark ages a la Escape From LA Snake Pliscen move where I imagine JC would be wandering the wastelands doing whatever he wants as a sort of super human in a version of Fallout's future.
I think there's some sort of damage modifier, yeah. They might have to be surprised for it to work.
EDIT: And DX2 uses a weird amalgam of all the original's endings.
That fixes the speed thing, but my GUI is huge again.
Rename it to DeusEx.exe, backup your normal .exe if you want then run dxfix again, should be fine.
The dxfix thing applies the settings to DeusEx.exe, so I had to rename it to get both to work, but fine now.
See that suspicious mechanic in France? The one that's all sweaty and nervous. Bop him on the head.
Tumblr
Stick with the prod.
Tumblr
It has been 4 years since the first release though.
That's possible.
I just ran straight upstairs and killed JoJo before even speaking to the Rentons on my current playthrough, because i've never had Sandra leave and I want to see what she does in the gas station.
This was one of the best parts in the second game for me. I mean, that's not necessarily saying much, but I was amused at the resolution at the end and it made at least as much sense as anything else in the game world.
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Yeah, otherwise they won't find
A bomb
Also woo relevant new sig/av.
Ahahaha fuck you Anna Navarre.
Can't you just go talk to Everett about him? I forget.
Tangentally related; during my training with a collapsable baton, the head, neck and spine were designated as potentially lethal spots to strike. I know, I know, it's just a game, but I find it funny that areas we were told "Do Not Hit!" are fair game as "less lethal" options for a nano-tech augmented super-person.
I suppose you aren't necessarily killing them, but you're probably crippling people by the dozen.
At least putting a bullet between their eyes ends their suffering. Doing what you do is likely prolonging it unnecessarily.
Asshole.
No Cyberpunk for Old Men
Or alternatively,
There Will Be Nanites
edit- Oh super ToTP.
What a shame.
What a rotten way to die.
The game pretty much takes the homicide as evidence of your suspicion
Yeah, they took almost everything into account but I guess they didn't really think about the homicidal psychopath who just murders people. That or it was supposed to be a joke about how nobody wants to admit JC is just slaughtering innocents so instead they act like he had a reason and this time it turns out he did.