balanceofpower: I hope this clears up my position on the game.
It really does, and I found it very interesting to read. You make very valid points. Which I find strangely hard to contradict. Yet, I still feel it was and is a great and brilliant game. Maybe nostaligia is getting the better of me, I don't know. But I still think you judge a bit to harsh on some aspects.
Yes, the Half-Life AI was much better. But it was years ahead of its time, I can't think of a second game out of that timeframe that had an AI even comparable to HL. Tbh, I found the AI in Half Life better than in Half-Life 2.
And it dosen't play as a good shooter, because it doesn't want to be a shooter. But you can or a "violent" or "loud" approach if you take a cautions and tactical approach. It was, in a way, a bit like those old Rainbow 6 games. You could play it as a shooter, but you have to play by "their rules". I found my "loud" playthrough highly enjoyable.
balanceofpower: Yes I agree that it explores certain philosophical / political issues that few games have touched - admittedly it is this aspect that has kept me coming back to the game - but the handling of these issues is so feckless that any semblance of depth is purely superficial.
I disagree, those issues were sufficently presented and explored. They weren't the main stay of the game because, well, it's still a game. I found the way Deus Ex presents you an issue a lot better than that of those "very special episodes" style ways other games (I'm looking at you Metal Gear) employ. It brought the issue to the table, but wasn't (very) "preachy", just enough to get you thinking.
balanceofpower: Additionally, there's no real sense of drama. [...]
I found there was a lot of "drama", espically on a personal level. Every person you have to save can die. An outcome is never given, always in your hand. But yes, in the end it was lacking in the grander story presentation department, sadly DX:HR does make a similar mistake.
balanceofpower: Moreover, You have no real control over these events either, [...]
Actually, you did have. A lot of people could be dead or alive at the end of the game. True, it's nicer if you get a round up like Fallout, but sadly very few games to this and so it's left to the imagination of the player. But even in Fallout, without the ending slides, it would always be "Master dead, Base destroyed, Player exiled".
balanceofpower: So as you can see, I'm not judging Deus Ex through a modern lens but holding it up to the standards of its day.
You still do, but not in a way you first thought. When Deus Ex came out it was one of a kind. The first "hybrid" since System Shock with an awesome setting and a brilliant level design. This "jack of all trades, master of none" syndrome wouldn't have mattered, because you wouldn't try to divide the elements, you would be immersed by the game.
And before you can blame all my opinions on nostalgia. The level design and general atmosphere was brilliant and is so still today!
balanceofpower: I know how to properly gauge games according to their respective era.
No you can't. Neither can I. Nobody can. When you play a game is still a huge factor on how you "feel" about the game. I could write an essay about my current HL2 walkthrough, but I've written enough already ;-)