So, as someone who's played Deus Ex over and over again since it came out.. definitely one of my favorite games.
zuhutay: - The plot sounds common, déjà-vu and clichéd, this story of virus has already been seen in dozens of movies, videogames, etc. This made all the reading and talking particulary painful to me.
I agree that it looks rather cliched today. However, the execution is still pretty damn good if you allow yourself to get immersed in the details of the story (as well as all the rest of the lore in the world). To me, at least, it really feels like the story unfolding is what makes me want to go on, and the way it involves you, your brother, and your colleagues is a lot more compelling than most games where the story is really just an excuse for some action.
Looking back, it's easy to see why Deus Ex got so much praise back in the day. It was simply something new, how many games do you recall from before Deus Ex that delivered a first person 3D story rooted in reality and real life locales, and taking place in a not all that implausible near future? It's interesting that I don't feel like calling Deus Ex cyberpunk or scifi or dystopia or utopia is right, even though it's all that. I don't know, I feel like these terms describe something that takes it to the extreme, to the point where it only feels loosely rooted in reality, if at all. Too fictional.
And before I admit the appeal has worn off because others have come and done the same better, I can't actually think of a comparable modern title? (Of course I've missed them, I don't play games much)
- Freedom of action is delusory. Each time there is a door, you can pick its lock or go through the vent tubes nearby. It is micro-freedom and it only gives an illusion of freedom. And this is not enough to hide the progression through the game which is rather linear, whatever you do and choose.
Totally agree, and a part of it is all the compromises to make the game playable regardless of what skills and augs you pick. You could pick nothing, and still make it through. The game doesn't want to let you get stuck, so there's always a way around every situation just around the corner. It would be cool if they had gone further to make areas and wildly divergent paths that are really difficult if not impossible to reach or taclkle with a particular setup.
Again, things were quite different back then. Even the "micro-freedom" Deus Ex offered surpassed anything you'd seen before in a game you could call FPS (with some RPG-ish elements). The shooters back then were very linear or otherwise offered no freedom beyond the choice which part of the level you want to shoot through first.
- Level design is not surprising. Again, as for the settings, all the clichés of the genre are present: subway station, sewers...
Cliches, yes. Rooted in reality, yes. That made the game's world so relatable, and that was kinda new. Now sewers aren't too exciting, but at least they did something with it. Hey, a secret lab manned by a mysterious organization you'll only find out more about way later in the game! I think they could've some of the levels more interesting (come on, the container maze in the airfield is just dullest of dull), but in Deus Ex's defense, they managed to fill areas like Hong Kong and Paris with ambience and mood you hadn't seen in a game before. And they did ocean labs. And they did Area 51. They did a friggin missile launch site. They did a cathedral *and* catacombs, but not in the same spot as you'd expect from a cliche. And they did night clubs, and a clinic. A graveyard, hotels & apartments, a restaurant, a market, triad hideouts.. And they did the friggin liberty statue. Actually, the variety of unique locales in just one game is pretty damn impressive even today as many other games feel like it all takes place in the same damn place with the same textures and effects plastered all over. Like, come on, when do we switch to the next level? Oh the game ended? Actually, with such a large platter of locales, I'd say it's impossible not to have something you'd find cliched :-)
So yeah, there are cliched locales. And there are places I wouldn't consider all that cliched. Come on now, what kind of real world places could you do now that aren't cliched? They'd probably have to take the game off the streets because cities and streets are cliched..
Cliched or not, they've executed well for most part. Speaking of micro-freedom, there's still quite a bunch of alternate routes and optional areas in the game. I kept finding new things years after my first playthrough. Jock's apartment and the collapsed tunnel? Wow, that really did take me years. And it took me so long to figure out the underground access to the NSF power generator building.
My point is: cliched or not, they've put a lot to explore in these levels. That's what people cherised when the status quo was shooters where you walk over guns and powerups and shoot monsters until the more-or-less linear level is over.
- Graphics are repetitive: everything is grey and black, cities are not that different, only a few textures change. I did not feel the atmosphere of Paris, Hong Kong or New York.
I certainly did feel the atmosphere of Paris (and in fact I miss it right now), but that's subjective so I'm not going to argue about it.
But it is true that the graphics aren't that great. Heck, they were considered somewhat sub-par at the time of release. It's kinda understandable given the scope of the game however. Tech was changing real fast back then; you could make a simplistic shooter with a new engine with new graphics gimmicks in a year, but the Unreal engine they had started on was getting old.
Did they do good given the constraints? I'd say it was pretty good. A good attempt at realism with the Unreal engine. Admittedly Unreal offered a more colorful experience and some vistas that I am still excited to see. So yeah, I'd say they could've done better. Still, I don't think they did bad.
- Gameplay is repetitive. I remember this game as a simulator of breaking crates and searching garbage to find items.
Gameplay is definitely a weak point. I don't know what else they could've done though? Gameplay seems to be a weak point for most games today, unless they're pure action/sport games. Actually you can mostly ignore the crates and garbage. But people go for them because they like to obtain items. Maybe you liked them too?
- While many games can be reproached with being too short, I think this one is too long. At one moment, I really got bored and was eager to end it.
It's so subjective. Of course, if the story doesn't grab you.. yea, I can see that happening. I think most games are too long. But Deus Ex? Well, it's not too long, but I actually *don't* like the end-game levels nearly as much. Like, post Paris? It gets too industrial/military/alien (literally, in some cases) from there on. I like the parts that are relatable in the "I could really conceive being here" way. So I end most of my playthroughs without actually finishing the game. A51 is definitely my least favorite part of the game. If I'd change something about the length and level setup, I'd make the ending a bit shorter but compensate by expanding and putting more detail into Paris and maybe the other urban areas.
Still, it grabs me longer than most games.
I can definitely see why it doesn't have the same appeal it did back in 2000.
Adding to the list of complaints, I'd say stupid AI, too easy difficulty, some dull game mechanics (lockpicking and multitooling.. just click once and stand there, really?), and well, the fact that your skills and augs don't matter one bit. And because of the stupid AI, sneaking is pretty much pointless and a waste of time. The aiming is pretty dumb (stand there and wait for the recticle to narrow down.. yawn), I think gmdx is on the right track making it work more like a real first person shooter and giving guns a little bit of .. impact?
As to whether I'd get bored if I started playing the game today for the first time.. I honestly don't know. I don't have much patience for games today. And, to be frank, Deus Ex starts pretty damn slow. So it's possible that I wouldn't be able to forgive the dull mechanics and slow start to get to the best parts, which begin a few missions into the game when the story starts to pick up.
I love Deus Ex. I hate Deus Ex. It's still one of my favorite games.