Deus Ex's Invisible War - Resisting The Obvious?
Thanks to Eurogamer for its interview with Deus Ex creator Warren Spector, as journalist and Deus Ex mod creator Kieron Gillen quizzes him about the PC/Xbox FPS sequel, Deus Ex: Invisible War. Spector illuminates the murky factions of the sequel: "My favourite moments are when people give you diametrically opposed goals on a single map", and explains the game's resistance of typical action game cliche: "There are no happy endings. There is no easy answer. There is no bad guy you can kill to make everything right." Elsewhere, C+VG has a two-part interview with Spector, also revealing a PC demo of the game is due close to its December 2nd U.S. release date.
Reading the stories, it seems that it is more than better graphics and ammo. Interfaces have all been revamped, as has the skill system. Better ability to do non 'run and gun' tactics to finish the game. Choices matter throughout the game, not just at the end.
We'll see.
Jesus was all right but his disciples were thick and ordinary. -John Lennon
They're greatly amplifying the strengths of the original Deus Ex. Whereas in the first game you influence whether several characters lived or died at various points and had a choice of three endings in the last level, there really wasn't a lot of freedom to pick your objectives. At about midpoint in the game, the storyline makes you switch sides in the conflict, whether you like it or not.
The second time around, you choose your own path by choosing from mutually exclusive goals given by different factions. Also it will be possible to solve the game completely non-violently. Deus Ex 1 was close to allowing that, but in some cases violence could not be avoided.
The AI will also be substantially improved, so you'll find yourself doing things like hiding bodies so as not to alert the guards, or closing the door behind you so as not to be heard from the hallway.
For great justice.
I'll be happy if it's the same thing, but with more branching of plot, ala Chrono Chross/Trigger.
Because, when you boil it down, the first Deus Ex had no plot branching. Sure, Paul could live or die. What's it change? Well, if he lives, it's just like when he dies, except you see him in Hong Kong (and nothing happens) and he sends you a useless message in the endgame. W00t it is not.
Or the bomb on the chopper. If you find the saboteur...well, it doesn't go off. Doesn't change nothing, though.
Sure, there are three endings, but they're all reachable from the endgame, and none of them rely on any choice made before that.
Deus Ex did a good job of making it look like you made choices that were meaningful, but in truth, the game was just as linear as any other. You couldn't refuse to join the NFS, for instance, nor could you decide to join them beforehand.
Deus Ex 1 was close to allowing that, but in some cases violence could not be avoided.
;)
Some cases? I can think of precisely one character you have to kill, and even in that case you don't have to use a weapon to do so. Everybody else can be knocked out or ignored. You probably consider knocking them out "violence"... but that leaves no word to describe the GEP option.
The AI will also be substantially improved, so you'll find yourself doing things like hiding bodies so as not to alert the guards, or closing the door behind you so as not to be heard from the hallway.
I already do that in DX1, although I close the doors to avoid being seen and rely on crouching all the time to avoid being heard.