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JC Denton - this is you, if you
check yourself on a mirror. Like all Unreal-engine based games, DeusEx
characters have properties that "make all the sense", like
casting shadows, being reflected on reflective surfaces, having limited
strength, etc...

Agent Navarre - is a very intriguing
agent. Check her augments.

The medical bots - are your key
for safe augmentations. In a matter of seconds, they can implant you
canisters that get you a step closer to the super-human condition.

The head of the Statue of Liberty -
after being vandalized by some terrorist organization. This will be your
first mission.

UNATCO - good guys or bad guys?
I won't be a spoiler...
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DeusEx - The Ultimate First Person Experience
Months ago I installed DeusEx, played it for a few minutes, just to
make sure the install had been successful, but because of some audio
hardware acceleration problems, I deserted to 3D alternatives, such as
NOLF (No One Lives Forever). Of course I could have disabled the audio
hardware acceleration, from the game's menus... but I didn't... and NOLF
is such a superb piece of entertainment, that DeusEx simply remained
unexplored, somewhere on the HD... until last weekend.
Last weekend I decided it was time to give DeusEx a second chance,
so I disabled its audio hardware acceleration, which causes some annoying
glitches with CL's SB Live boards, running on dual processor systems.
My first minutes with the glitch-free DeusEx were great, but not unique,
ie the game felt great, but not better than NOLF or Unreal, for example.
So, why the "Game of 2000 / Game of the Century" award?- I
asked myself.
The answer came quickly. Its not the graphics alone. Its not the character
control system alone. Its everything! DeusEx is a brilliant, deep and
wide 3D adventure, with the highest interactivity you can find today.
Part of its brilliance comes from the environment: #1) nearly all objects
can be used; #2) the maps feel like "true" representations
of real life buildings and streets; #3) objects have coherent properties,
for example making them vulnerable to your firepower, or too heavy for
your (un)augmented arms...
DeusEx builds itself on a fictional narrative that strongly suggests
plenty of Matrix (the movie) inspiration: #1) you dress in black; #2)
nearly everyone else who is relevant dresses in black; #3) your physical
abilities can be boosted, with artificial implants. These implants are
the "augmentations" that will strengthen your arms and legs,
allowing you to lift bigger and heavier items, and run faster; but your
brain, your vision and hearing, weren't forgotten, and you can literally
expect to develop yourself up to a super-human condition.
Augmentations aren't permanent. They require power, and power is drained
each time you use your special skills. This contributes to a very special
(and unusual) RPG feeling, because you'll found yourself exploring a
map far beyond what you'd normally do, just to find an augmentation canister,
that a medical robot can later fit in.
DeusEx is "wide", because of its large, beautiful maps; but
DeusEx is deeper than wide, because your character is the richest ever
seen on FPSs. Besides all this, each "episode" has primary
and secondary goals, of which only the "primary" must be achieved,
in order to proceed; however, (not) completing "secondary" tasks
impacts on your future, not just because some events did (not) happen,
but also because these sub-affaires are usually the ones involving the
higher risks and the higher rewards... Most secondary goals are dynamic,
for example only appearing when you talk to certain people... and this
surely adds to the game's intense feeling of immersion.
Your first assignment is to wipe some criminals who... ahmm... blew
up the head of the Statue of Liberty... This simple mission will introduce
you to the importance of hiding bodies, and stealth (a la Thief); it
will teach you that using a sniper riffle can be much harder than in
Delta Force; it will show you the importance of using your data/notes
logger, which is a superb way for gamers to get rid of those papers they
surround themselves with, for noting codes, passwords, and so on...;
and it will highlight the first RPG elements of the game, for example
by requiring you to organize your inventory items, so more can fit...
By the end of the first mission, you should be able to improve yourself
with the first augmentation canister(s). But DURING the mission, you'll
realize that you can also trade credits for personal skills, INDEPENDENT
of (canister) implants. These skills vary from swimming to electronics,
and are important, for your underwater endurance and for your ability
to use tools to bypass some electronic security devices. Your personal
skills are another strong RPG element, that feels just right.
Your second assignment is much more interesting (and harder). Your
mission will soon spread to some 5 secondary goals, as you talk to New
Yorkers... I am still playing this mission, unable to complete one last
secondary task...
DeusEx really deserves its "Game of 2000" award. My DeusEx
excitement only compares to Unreal's, when it first launched. Like Unreal,
DeusEx scores perfect on every aspect, including the musical score, that
is enormously effective on adding *the* adequate mood to your current
game context.
One warning: DeusEx is extremely addictive. You'll feel like living
a second life - a much more interesting one, on the short term...
This game is absolutely mandatory. No one can say to have a proper
PC game collection, not owning DeusEx. This it the ultimate first person
experience.
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NSF terrorist - about to go to
bits' heaven.

Eye augmentation chart - as found
on UNATCO's HQ.

Tool - for bypassing electronic
securities. You can also "hack" computers that control turrets,
cameras and even bank accounts.

The police boat - it took me minutes
to figure how to board it! Argh!

The voice inside your head - is
Jacobson. He sees what you see, hears what your hear, and keeps you informed
of the missions' status.
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