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Deus Ex is one of those games that I have very fond memories of, but at the same time, it makes me feel really old! This game was released all the way back in the year and it was a massive hit and a real groundbreaking title at the time.
While the series is still going strong to this day, I still have a lot of time for this original cyberpunk adventure! This is a very story driven kind of game. The game is set in the near future in a cyberpunk kind of world and I always love a setting like this.
One of the main gimmicks of Deus Ex is that JC is not just a regular agent he is an Nanoaugmented Agent which gives him special abilities that make him extra strong and special. What I liked about the story is that it has a bit of everything. While at its core I would say it is a sci-fi story, it has drama, tensions, betrayal, and more all going on. It certainly keeps you guessing and there are a few surprising twists along the way.
When you look back at a game like Deus Ex, you have to try and look at it through the eyes of a gamer in the year When you do this, it is so easy to see why so many people raved about this game. The cyberpunk world they created is awesome and while the character designs by today's standards are a tad rough, back then they looked great and it only helped get you more invested in the story.
While the graphics may be showing their age, the music is still awesome. It has a kind of techno vibe to it and it fits this cyberpunk future perfectly. The voice acting is a bit of a mixed bag. It is probably better than the majority of other games of this year, but some of the accents are just horrendous and borderline offensive in how bad they are.
If you watched a short gameplay video of Deus Ex, you would probably think that the game is just a standard first-person shooter. That though, is not the case at all here. While this is a first-person game, it also has some RPG elements as well.
While this is the norm these days, back then it was a pretty novel feature for the game to have. You get skill points that you can use to upgrade your skills and augmentations. You get these by completing missions, the game has main missions, but you can also do secondary missions that are not required to move things forward, but they are worth doing to get those skill points.
One of the things that people loved about this game at the time of release was the amount of freedom it gave the player. You are free to complete objectives anyway that you want and at the time this was mind-blowing. It encourages you to play through the game multiple times.
It is said that it is actually possible to beat the game without killing anyone! I will fully admit that this game has been surpassed by not just its sequels, but also by other games that have clearly been inspired by what Deus Ex did. That does not mean this is a bad game or anything like that, however. It is a little rough to look at by today's standards, but this is still a fantastic piece of gaming history and one that is well worth your time.
It is also worth noting that while the PC gets all the attention, in going back and playing this I feel that the PlayStation 2 version has aged a little better.
I was at a friend's wedding recently and found myself chatting to a folk singer. After a while the conversation got around to what I do for a living I doubt you've heard of it," I stammered, realising my shameful nerdish tendencies were about to be exposed.
It's called Deus Ex. It transpired that this musician, who torments hay bales with his pitchfork of sound every weekend, was prone to unleashing a similar wave of destruction on secret government agency Majestic It was only then that it dawned on me: Deus Ex is a game with true universal appeal.
Here is someone with no interest in cyberpunk, bionic augmentations and conspiracy theories and rarely plays video games, and yet as far as he's concerned Deus Ex is the best game ever. Deus Ex creator. He created and managed the schedule for the entire art team. On top of all that, he proved himself to be one of - if not the - most versatile artist on the project. He did object creation, figure modelling, texturing, animation -1 bet he literally touched every piece of art before it went in the game'".
With dozens of characters and locations, as well as hundreds of usable objects ranging from plasma weapons to pinball tables. Deus Ex remains one of the most interactive games around.
Admittedly, an impromptu game of basketball in a junkie-infested concrete courtyard has no real beanng on the outcome of the mission, but it does offer the player a sporting diversion and a smug reminder of the game's exceptional realism.
Where the idea really came alive though, was when we layered in all the conspiracy stuff. Although everyone at ION Storm had played Bullfrog's classic, the feeling was that DX was just too different in both design and gameplay to benefit from any of Syndicate's features.
I love Thief. What if I want to fight my way past obstacles? I had to make a game that gave players more freedom to choose their own play style. Deus Ex was the game that resulted from that nagging frustration. Ensuring that the numerous twisting routes through the game made sense proved distinctly tricky for the team. Without him we would have been in a world of trouble.
Playing through the game, you can spot the areas that must have caused angst. You can pop them off with a sniper rifle from an air duct; you can plant mines around the doorway and then lure them out; or, alternatively, and most cunning of all, you can blow up some gas canisters in the ventilation shafts and watch as the noxious cloud seeps into the room through the air conditioning and asphyxiates them all.
There are many more ways besides, and from a gameplay perspective it's great. But from a design point of view? Throughout development, the team had a ceaseless series of changes and redesigns to contend with as well. The non-linear construct meant every team member had their own thoughts on what should be in the game, and that in turn led to frosty working conditions. There were hundreds of things like that.
When DX was finally released in , it was virtually unrecognisable from the game that was originally conceived. And yet Warren believes that the most important gameplay elements were still intact in the finished game. I wanted each player to tell his or her own story, in the context of a plot we created, in a world that seemed like our own.
Upon its release, the team were unsure what to make of their creation. There was definitely that feeling of, 'Hey, we just might have a hit here. Warren too was nervous: "I remember talking to the team when we were done, saying. Needless to say, people got it - they got it m a big way. And yet strangely for such a phenomenally successful title there have been few direct clones. These days the risks are higher than ever before.
One late game coming in over budget can spell curtains for a rising studio. Warren agrees: "Most developers are too smart to try to tackle the stupidly difficult problems posed by simulation-driven gameplay and player-driven experience. In the end, it's easier, and in some ways more compelling for game developers to author player experience, the way movie-makers or novelists control their users' experience.
It's certainly easier to craft powerful emotional moments in more traditional, linear story games. For an actual cyberpunk adventure in the same mould as DX we'll probably have to wait for none other than the sequel Deus Ex: Invisible War. And after that? Will the DX series still be around in ten years time? I think we'll keep building on the DX gameplay concepts - introducing more compelling human characters through better non-combat Al and more facial and body language-driven emotion as well as even cooler, more freeform stories.
Heck, there are a million problems to tackle before gaming matures as a medium. I just want to be a part of helping it grow up. And do you know what. We want you to be a part of it too. In fact, right now at a folk music festival in deepest Dorset there's a man wearing bells on his ankles who can think of nothing he'd like more. Now that's a wider audience.
Put simply, there is no way the first-person shooter can prosper without gameplay becoming more sophisticated. With the tweaking of Daikatana at a critical stage, it's a wonder that Ion Storm have time to do anything else. Still, somehow they've found that time and Deus Ex is the result.
Set 50 years in the future and ten minutes before the apocalypse, this incredible-looking, first-person RPG is shaping up into one of the most exciting prospects of the year. You assume the role of a secret agent who becomes embroiled in and Files type conspiracy. The plot includes such delights as secret government organisations, deadly plagues and the quest for an antidote known only as 'Ambrosia'. A major slice of the gameplay centres on 'nanotech' enhancements and a plethora of hi-tech tools allowing you to warp around the planet at your will.
Deus Ex sounds like the closest thing yet to System Shock 2. Here's hoping. A few issues back Charlie and Steve wrote a feature about realism in computer games. What they essentially said was that reality, rather than fantasy, should play a much more widespread role in our everyday computer-gaming lives. They said that with the advancement of 3D acceleration, our gaming environments should begin to echo our everyday surroundings and that this association with well-known motifs would bring a sense of familiarity and bonding unseen outside a Saving Private Ryan screening for the overs.
In short: that realism was the key to creating a truly immersive gaming experience. And not only did they say that, but they also went as far as citing Ion Storm's forthcoming RPG, Deus Ex, as the game most likely to prove their point - that real is better than, uh, Unreal. Lead game designer and co-director of Ion Storm Warren Spector is the man behind Deus Ex and, from what we know about him already, he is someone who is obsessed with the issue of realism, story-telling, technology advancement and gameplay design.
His past works include Ultima Underworld, one and two both astoundingly far-ahead of anything else at the time , System Shock ditto , Wings Of Glory, several games in the Ultima series, and Thief: The Dark Project which he left half way through to join Ion Storm. To some extent, pretty much every one of these games has pushed the boundaries of acceptable gaming realism to its limit.
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