rated As the man behind games like System Shock and Thief, Spector is obviously on my team. His games have action, sure, but there's always a reason behind it, something driving you as both a player and a character. Deus Ex, Spector's latest epic, raises the bar once again with a twisting storyline, ingenious character development system and a linear game that somehow manages to feel open-ended. Deus X-Files You are JC Denton, an agent for UNATCO, the United Nations Anti-Terrorist Coalition. You and your brother Paul are the newest weapons in UNATCO's arsenal: humans with nanotech augmentations which are invisible to the naked eye. While hideous, deformed cyborgs are still in UNATCO's employ -- and you'll meet a few -- JC and Paul are the next wave of supermen. In the middle of the 21st century, civilization teeters on the edge of collapse. A mysterious earthquake has sent half of California to the bottom of the sea, terrorists have taken over the Statue of Liberty and the Gray Death, a lethal plague that can only be countered by a rare antidote, is slowly decimating the world's population. Deus Ex's world is full of questions. Is the Gray Death a man-made disease? Are the terrorists really the bad guys? Just what are they hiding in Area 51, anyway? As JC Denton, you'll uncover the truth behind centuries of lies, and the answers will take you places you may not want to go. It's a Matter of Character After the initial 5000 points parceled out at the beginning of the game, you'll earn more by meeting objectives and exploring your surroundings, which adds incentive to undertake the dozens of side missions that arise and spend some time exploring your environment rather than sprinting through it, guns blazing. The best thing about the system is that you see an immediate, palpable difference in the game as you move from one level to the next in a given attribute; if you train in Swimming, you can instantly hold your breath longer and swim farther, which may affect how you tackle your next mission. Interestingly, the game is designed so you can't "max out" your character, even if you find every secret room and solve every subquest in the game; Spector and his team want to force you to make choices, to make character development an either/or decision. "Gentlemen, We Can Rebuild Him. We Have the Technology." Over the course of the game, you'll undergo up to 12 augmentations, each of which is powered by Bioelectric Energy and activated by one of the function keys. Bioelectric Energy runs out quickly while your augmentations are in use, so you'll have to manage your BE store carefully. The only drawback is that adding the 12 function keys to an already full control system means that using your augmentations in combat is kind of a pain, and in the end I rarely used them, regardless of the undeniable "cool" factor. Keep It Fair Every problem has a number of different solutions, and your job is to find the one that best fits your abilities. Most games can't even come up with one interesting solution to a problem or puzzle; Deus Ex offers three or four. The result is an amazing feeling of freedom. Even though the game is linear, there are so many ways to tackle each obstacle that you feel like you're in a real world. Where this really makes a difference is in the game's replay value. Most linear single-player games have a short shelf life at best; once you've finished the game, there isn't much reason to go back. But Deus Ex involves so many different solutions, not to mention a host of side missions, that you'll want to play again using different augmentations and developing different skills, taking different routes and exploring different areas. The game neatly balances straight up first-person combat with Thief's brand of sneaking past guards and sentry robots, which involve more decisions based on your character. If you're a master lockpicker, you're better off fiddling the lock; if you're completely untrained or out of lockpicks, but have a LAM (Light Attack Munition) handy, just blow the door off -- but keep in mind that it may bring guards running. The game's puzzles do involve a certain amount of "Security Code, Security Code, who's got the Security Code," but I found this totally acceptable -- it's a convention, like the supply crates some people have complained about, that just makes sense in game design. Deus Ex's high-tech world is based on ATM PINs and security codes. OK, I'll buy it. Is That a Flame Thrower in Your Pocket, or … Yep, It's a Flame
Thrower Rather than limiting your number keys to specific weapons or items like Unreal or any other shooter, you fully control your "at-hand" bar. If you want number eight to be a candy bar for some reason, drag it from your inventory onto the bar, and there you go. I found that I was so used to using slot one for a crowbar -- included as an obvious homage to Half-Life -- that I had to put it there or I never knew where it was. Old habits…. The weaponry ranges from batons and knives to pistols, sniper rifles, shotguns, flame throwers, heavy weapons, assault rifles -- literally dozens of different weapons. Many can be upgraded with Weapons Modifications that you can find or buy throughout the game, like adding a scope or a silencer, or reducing kick to help aim, so even the guns can be developed. Knowledge Is Power Throughout the game, you'll also encounter computers you can access. Sometimes you'll have learned a login name and password which will allow you to access them "legally" and read email, disable security cameras and the like; but if you're on your own, you'll have to hack it. Using your trusty ICE Breaker, you can break into any computer. But get your business done and log out before the time bar drops to zero, or you'll set off an alarm, bringing bad guys running. The better developed your computer skills, the more free time you'll have to poke around. Pay No Attention to the Man Behind the Curtain Deus Ex is an ambitious, engrossing game that succeeds in creating a twisted world where you'll quickly learn there's no one you can trust. Sure, it recycles a few conspiracy theories and sci-fi cliches, but with its convoluted story, intriguing design and addictive gameplay, this is one bout with paranoid dementia you'll be sorry to see the end of. ~ Sacha A. Howells, CheckOut.com
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