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So we've finally got the second instalment in the Deus Ex saga, months after the US release but that's just given me extra time to play and mull over the changes made from the groundbreaking, genre bending first game. It's been a tough time, you may well have heard that the changes to the interface and upgrade system have been made to appease the console gaming-lite generation, perhaps so but a good game is a good game. The real issue is not how similar it is to its predecessor but whether the changes that have been made are for the better.
Gameplay:
The original Deus Ex was a fantastic blend of FPS, RPG and many many more acronyms. Released to critical acclaim way back in the heady days of 2000, it evolved concepts from the System Shock and Thief series then tied the package up neatly with a fantastic conspiracy theory storyline. It was exciting to hear the news of this sequel but when we heard of the fairly radical changes being made, a small murmur of discontent started to be heard. The first Deus Ex had you as JC Denton, part of UNATCO assigned to fight terrorism with the help of a fairly intricate and in-depth augmentation system. It was straight out of an RPG, you could allocate skill points to your character in areas such as lock picking, medicine, heavy/light weapon skills and so on, earned through completing goals. This, combined with gameplay that based on your actions which really did make a difference in the storyline, made it feel like your own unique experience.
When I first sat down to play Deus Ex Invisible War last year, it felt like meeting someone you shared your childhood with but after a few years apart has evolved into someone completely alien. I admit the fact that I played the game for a couple of hours, got despondent and left it alone for a few weeks. One Sunday with nothing to do I played it again from the start. I don't know what it was this time around but all the issues I originally had, slowly started to dissipate until the storyline, my decisions on how I wanted to play the character and everything else came together. I finally 'got it'.
The storyline is as strong as ever and again you can exercise a certain amount of control over it. You have goals thrown at you and it's up to you which to complete and which to ignore. Ranging from simple break/enter/steal information to assassination missions and more, you really can play the game how you want to play it, not be led by the hand by the designers. For example, I needed information which when talking to some bums in the street made me ask more and more questions of them. Not getting anything more out of them (and I know it sounds crazy but I just knew they knew something) I started to get tough with them. I got angry with the characters themselves and not the way the game had been designed. So, now brimming with self-righteous egotistical delusions, I attacked and won the fight. I didn't have to but it was my choice, a choice which reaped rewards of items to claim as my own and I could feel that I’d done my bit to clean Upper Seattle of the scum that walks its streets.
The upgrade system is the most radically overhauled part of the new game design. Before you had to allocate skill points to different areas to specialise in certain aspects of the game, now you have biomod canisters. Certainly, the new approach has been taken to ease new players into this style of playing where you actually have to stop and think about every aspect of your game, from gameplay decisions such as who do you actually trust in the game to the modification decisions. Where do you want to take your character? How do you want to evolve? It's tailored to make you proficient in the areas you want to specialise in. For example, you prefer the softly-softly approach to games? Concentrate your biomod upgrades in stealth, cloaking and defence. The drawback is the fact that biomod upgrades are tailored to different parts of your body, head, arms, legs etc. There are three biomod options in each area but you can only install one biomod in each location so you'll have to make some tough decisions along the way.
The HUD has been given an overhaul, whereas previously the icons relating to weapons, items and suchlike were confined to the outer edges of the screen, they have now all been moved into one central circle which you can bring up to cycle through the inventory or upgrade your weapons/biomods. It's not constantly on screen but I can't help but miss the old interface. I know it wouldn't be practical without a mouse & keyboard combination but the fact that you could pretty much do anything with the touch of a button binded to that action was a godsend in tight situations.
Graphics:
Deus Ex is a great looking game, moody and atmospheric architecture and character design mixed with some of the best lighting effects we've seen on Xbox puts it right on the top of the pile for looks. I enjoyed just shooting lights and watching the ambient light change and fade as the lamp swung on its cord from the ceiling. The locations and overall aesthetic design is again, wonderful. Everything from the design of the small spider robots to the design of the architecture and more, really helps the whole feels of the game which in turn immerses you more into the story. There is more than one way to complete a mission and it's great that you can use the scenery to your full advantage whether you want to hide in shadows, crawl through air ducts or enjoy the nice effects from some of the biomods like the ability to see through walls. Overall, a good, atmospheric look, nice effects and some effective rag doll looking dead bodies.
Sound:
Again, the detail in the sound is as good as the rest of the package. It seems that one of the primary goals of creating Invisible War was to retain the fantastic atmosphere and feel of the first game. The weapon sounds are satisfying and voice acting is heartfelt and well produced. Essential when so much of the story is conveyed in this method. It's not the best around but it's a step in the right direction, especially as most games fall down on this point. The score is as moody and dark as the theme of the game itself and fits in perfectly with the 'Deus Ex' feel.
Longevity:
Invisible war may not be the longest game to complete, around 20 hours is average, you'll be left wanting to try the different story arcs. Playing through the game as stealthily as I could first time round, I took exactly the opposite approach on my second time. I can honestly say that the game reacts to you depending on which way you want to play it and which path you take. It's a nice feeling knowing you've spent money on something that you can use over and over again.
Overall:
Now you may have wondered why there is little plot background in this review, well if you're interested in the game anyway, I’m sure you know. If there is anyone reading this who is hearing of this game for the first time, well it's sci-fi conspiracy thriller stuff all the way. You really should play the game to get the story yourself, anything I say will give some part of the game away and dullen somebody's experience. The changes that have been made are the best compromise for a multi platform release but I can't help wishing it was as in-depth statistics wise as the first game. I'm not saying it was D7D 3rd ED Rule set or anything, but a little more to play with makes the game slightly cooler. It's not better than the first game but more of an evolution of ideas and storyline. The best part of playing the game is when talking to a friend who has also played it and getting the response: 'That didn't happen in my game!'. That's when you know you're playing your own interpretation of the game world around you, and that makes this game an essential purchase and a very personal experience indeed.
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