Deus Ex: Invisible War

Deus Ex: Invisible War Features for PC

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Deus Ex screenshot
Deus Ex screenshot

This month we'll finally get our grubby mitts on Deus Ex: Human Revolution, the third entry in the legendary RPG series. In this article we look back to the original Deus Ex - widely regarded as one of the best games ever made - and examine the legacy that Human Revolution must live up to.

You are watching a guard at the entrance to a walled-off compound, learning his routine as you loiter in the shadows nearby. You are thinking about your options.

The obvious choice is to simply take the guy out. You could snipe him from a distance, snuffing him out with a single headshot, but you're worried about the noise that would make. Besides, you're not in the mood for killing someone unless you absolutely have to. You could creep in and use a non-lethal weapon - a taser, tranquilising crossbow, or pepper gas spray - but while these tools are quiet, they're also risky.

The safest approach of all might dispense with combat altogether; you scoped out a back door a few minutes ago, and if you can get past the lock that would afford you a silent way in. So, are you going to look a way to learn the password? Or would you rather hack your way past security? Hell, if you find a chocolate bar and give it to that hungry urchin you met earlier, he might know of a different path in.

In Deus Ex, there's always another way to get things done. The game rarely gives you fewer than three routes into an area of interest, and often you can find the ways that seem to bend or break the rules altogether. In the situation I just gave, you could also climb over the outer wall by grabbing smaller items and dumping them in a big pile - provided, of course, that you had upgraded your lifting abilities. Late in the game you encounter enemies who explode when they die, and if you can be bothered to lure one to the appropriate doorway, you can use their demise to open a frustrating dead-end.

That's why I love Deus Ex: it's a game where you can use a rocket launcher to bypass all that tedious hunting for keys and passwords. It's an idea that seemed incredibly fresh back in 2000, and it's a crying shame that it never became an industry standard. For decades we've been taught that a locked door is a request for patience. "Play properly," it seems to say. "Find the key, and you shall be rewarded." It's a carrot and stick mechanic - but Deus Ex breaks the stick and lets you chomp on you orange prize as soon as you like. Take a jam jar, throw it against the nearest wall, and then use your fingers to scoop the sticky goodness from the resulting glassy mess. That's what it feels like when you blow open a safe in Deus Ex.

Deus Ex screenshot

But it's not all about locked doors. If anything, Deus Ex is about freedom - both the freedom given to you, the player, and the freedom that's being curtailed by sinister forces of government oppression. From the Majestic 12 to The Illuminati to the Men in Black, the game's plot provides a crash course in 20th Century conspiracy theories. The story ferries you from New York to Hong Kong, from the catacombs beneath Paris to the metal corridors of Area 51. And appropriately enough for a game so concerned with secrets, there's a vast sea of hidden stuff to find at every stop along the way.

For most of the game's duration, the levels in Deus Ex take the form of miniature playgrounds, open maps packed with alternate routes and remote cubby holes. Depending on how you're playing - and how you've decided to upgrade your abilities - you might never stumble across some of these places until your third play-though. There you are, leaping about the rooftops in Hong Kong with your super nanobot-powered legs, and then suddenly you crash through a glass window into an apartment you've never visited before. Snoop about and you'll find that it belongs to a secondary character, their personal emails shedding new light onto their character.

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9 Comments

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Wido's Avatar

Wido@ Clockpunk

It's very tempting to pre-order a copy myself rather than borrowing my brother's copy.

:D
Posted 14:13 on 05 August 2011
Clockpunk's Avatar

Clockpunk

That's it - i'm placing my preorder right now! Thanks for the info, Neon - that sealed the deal! (However, my bank manager wishes you harm, just so you know!! :p)
Posted 08:15 on 05 August 2011
FantasyMeister's Avatar

FantasyMeister@ mydeaddog

Quote:
I've just started playing Human Revolution

I just turned green.
Posted 06:46 on 05 August 2011
mydeaddog's Avatar

mydeaddog

Cheers for the comments, chaps. Glad i'm not the only one who still holds a candle for Mr Denton.

I've just started playing Human Revolution (yeah, lucky me). Just thought i'd mention that to my surprise, it actually has an old schooll grid inventory! Shows how much I know...

Also, FM: You can turn off the highlighting completely, if you like. You can also turn off the indicators that point you to your next objective, too.
Posted 02:01 on 05 August 2011
FantasyMeister's Avatar

FantasyMeister

I wonder if there's an option to turn off the "Look, a yellow outline, you can interact with this!" feature in Human Revolution? It'd be like turning off the breadcrumb trails in Fable or Dead Space.
Posted 19:45 on 04 August 2011
Zikron's Avatar

Zikron

Awesome article, you summed up why I enjoyed the game so much. What is really disheartening to me is that most developers didn't learn from Deus Ex. While there are more games that give the player different paths to go on the player usually decides on them through dialogue options which clearly lay out the options. Meanwhile in Deus Ex the paths are far less clear ie. whether Paul lives or dies, which makes the game more realistic and more immersive to me.
Posted 18:51 on 04 August 2011
Clockpunk's Avatar

Clockpunk

Oh, that style of inventory is truly missed at my end as well. In fact, I think that was my biggest disappointment with Bioshock - having expected a similar system to that featured in System Shock 2, with degrading weapons, different kinds of foodstuffs and armours, a bigger range of weaponry, and little curios (remember the 'gameboy' and different game carts scattered about the ship? ;)), along with the whole chemical analysis aspect of research (itself tied into the inventory space due to the many different chemicals needed to properly investigate recovered organs). Proper managament was a major part of defining what courses of action the character could take. Serious choices had to be made regarding what the player could take, and the streamlining of the experience made the game suffer, in my estimation.

I'm assuming Deus Ex: Human Revolution will take a similar efficient approach?

Despite the inherent changes I'm hearing about the title (shooting no longer mainly skill-based, health regen, and the like, this title is quickly growing on my 'must have' instincts... damn you and your enthusiasm, Neon! :p
Posted 14:00 on 04 August 2011
mydeaddog's Avatar

mydeaddog

Yeah, I like the inventory too. What I meant was that we're now used to games like Deus Ex getting by without an inventory - or at least without one where you have to physically re-arrange stuff in a grid.

It's one of the few elements that seems dated now - because so much of the game remains fresh.
Posted 12:03 on 04 August 2011
Darkr8zor's Avatar

Darkr8zor

I quite liked the restricted inventory, it made you have to choose wether you wanted to carry about rocket launchers and big blammy things, or concentrate on smaller weaponry and gadgets.

Tear gas and tranquiliser darts, hours of fun :0)

Crossing my fingers for the 3rd iteration.
Posted 20:42 on 03 August 2011

Game Stats

System Requirements
Release Date: 05/03/2004
Developer: Ion Storm Inc
Publisher: Eidos Interactive
Genre: First Person Shooter
No. Players: One
Rating: PEGI 16+
Site Rank: 2,931 19
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