Deus Ex's Invisible War - Resisting The Obvious? 18
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.
Re:Anything new? (Score:3, Informative)
We'll see.
Re:Anything new? (Score:5, Informative)
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.
Re:Anything new? (Score:1, Informative)
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
Re:Anything new? (Score:4, Informative)
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.
Re:Anything new? (Score:2, Insightful)
On a serious note, sounds good, and Dec 2nd is better than the early 2004 dates I had seen when it originally got delayed :)
Re:Anything new? (Score:2)
In the article: "Deus Ex: Invisible War will be released in Europe in February 2004."
Looks like I'll be importing a copy, then.
Re:Anything new? (Score:2)
Re:Anything new? (Score:2)
I don't think anyone who has played a Medal of Honor or similar and DX would say this. What you mean is that DX has game-level linearity, while it's obvious that individual missions are orders of magnitude more open and free than most other games. MoH has freedom only in how you chose to traverse a corridor a few rooms and open spaces wide.
Re:Anything new? (Score:2, Insightful)
spector (Score:2)
I can't wait for DE2... (Score:3, Insightful)