Notes on Deus Ex: Invisible War
Somebody in the comments wanted to see my notes on
Deus Ex. We aim to please. I'm going to be biased, though, because the Ion Storm guys are kind of my heroes...even though I never finished
Deus Ex, I so admired it, and I admired how much they managed to deliver in a fairly short time frame with not that many people on the team. Hey, I think even they admit that the first
Deus Ex was too long...
Choice. Choice. Choice.
Deus Ex still owns the word choice. Even more so, this time around: now you have more control over the narrative, and more or less side with whatever faction you want. This may be the first game that really pulls this off. Although plenty of games have alternate endings, usually the endings are based on how many points you get (
True Crime, if you count your cop karma as "points") or how well you play (
Silent Hill). In
Deus Ex, decisions you make affect the story. Decisions you make can even end up in the news. Talk about feeling like you're part of a world. Also, unlike the first
Deus Ex, where you were railroaded into siding with the terrorist faction, this
Deus Ex leaves it up to you. One of my big complaints about
Neverwinter Nights: if I was
really evil, then I'd join up with the enemy.
Deus Ex makes it possible, in a way. (But what I'm really looking for is joining the enemy and then supplanting their leader and becoming master of evil.)
Another example of the
Deus Ex freedom of choice: they have universal ammo. Your ammo magically works in any kind of gun, from a rocket launcher to a poison dart shooter. (Ahh, nanotechnology. Can explain anything.) This was a ballsy, scary move on their part, and I'm sure some of them lay awake at night wondering if it would work. One of the things that makes it easy to make sure your player has to use the entire repertoire of toys you've provided is to have limited ammo.
Ratchet & Clank, for example, has two dozen guns and the thing that makes the player try all the guns is because they run out of ammo. But
Deus Ex isn't about making the player do anything: it's the player's game and the player can play it however they want. On my first play through, I favored the sniper rifle. I also liked killing with the energy sword and then picking up the dead bodies and hurling them thirty meters into the air. Maybe that's not your cup of tea. But that's okay,
you don't have to play that way.
I'm on my second play through now, seeing how far I can get without killing anyone, hard level this time. One great improvement over
Deus Ex 1 is this one is shorter, so you actually can go back and experiment with different play styles, and different character advances. Choices are only meaningful if they have consequences: once you've chosen a character upgrade in a given slot, you're fairly committed. You can also upgrade your weapons; once you've made your choice, there's no going back. The shortness of the game allows you to actually "explore the game space" as Will Wright might say.
One of Harvey Smith's things is "
orthogonal units". We see this in
Deus Ex in a number of places: the enemies are well-differentiated, from the heavily armored Templar trooper--which explodes when killed--to the stealthy Illuminati soldier--who gives off a cloud of poisonous gas at death--to the robots (more vulnerable to EMP weapons than conventional). Color coded trip lasers--gas, alarm, death--different upgrades get you past the different kinds. (Although I usually used grenades.) The player verbs are also orthogonal: sneak, kill, hack, circumvent. Weapons in an FPS are usually orthogonal, and it's no surprise that this game sticks fairly close to the standard FPS model.
People bitched about the demo. This is no surprise, because
Deus Ex has to grow on you. Those moments of emergence, when you lead one group of enemies to get killed by another group, or you discover that you can use the explosive crates that are lying around as weapons, or you lure guards away from your target and hide as they run past...because Ion Storm is letting those moments come naturally out of the system instead of crafting set pieces, those moments are rare and precious. It's only after you've had a handful of those moments that its hook is in you and you discover you can't put the game down. How do you demo that?
I played the PC version.
Halo is the only tolerable FPS on a console. I wanted my mouse and keyboard interface. I have an okay machine...GeForce 4, 2.4 GHz P4, 512 megs...but it wasn't until I downloaded the patch and turned all the graphical thingies to minimum that I was happy with the framerate. I wonder about Ion Storm's choices, here. Although the beautiful lighting definitely has wow factor, I think players respond on a possibly unconscious level to good framerate. I'm living in a glass house here...once I've worked on a game that manages to maintain 30 FPS I'll have a right to complain.
I'm afraid that
Deus Ex is one of those games that teases us and then doesn't meet our expectations. You throw a coffee pot at an NPC and he says, "Quit it." You're impressed. Then you throw a dead body at him and he doesn't seem to notice. It's things like this that made Tom Chick lambast the first one: because this game is a step ahead of the others in the AI department, we expect perfection. Give an inch and we take a mile. For example, it's never bothered me before when an RPG had a handful of irrelevant sidequests. "Great!" I said. "If I want to do a little extra exploring/playing, I have that option. And if I don't want to do it, nobody's holding a gun to my head. And it makes the world seem more rich and detailed!" But this time it bothered me. In the city of Seattle, there are a few sidequests that have almost nothing to do with the main storyline, and I ended up having to do them just to make the money I needed to advance the plot. (Mark Nau calls this, "You're saving the world and you're on a budget.") It's just not exciting to find proof of a nightclub owner's corruption when you're supposed to be getting to the bottom of a global conspiracy. (Actually, come to think of it, the same thing bothered me about
Knights of The Old Republic but I hadn't put my finger on it until now.)
Maybe a trick from screenplay writing could help us out here. In the Hollywood formula screenplay, the subplot is tied to the main plot. Take
Matrix, for example. The love story between Trinity and Neo is a subplot. The resolution of that love story is inextricably tied with the resolution of the main plot. I'd like to see more of this kind of plot construction in the side quests in RPG's, where they grow out of and tie into the main throughline.
Ending a game is tricky. Zelda has good endings. Metroid Prime had a good ending. Everything else in recent memory?...enh. Most games try to change up the gameplay at the end, give you something different to make it memorable. This leads to things like Xen from Half-Life, the race at the end of Halo, the 'shoot the tiny targets' endings from the two Max Paynes, and a collection of not terribly interesting bosses from many other games. So it seems like sacrificing your core gameplay at the end is a mistake. On the other hand - Deus Ex 2 sticks to its core gameplay - bringing us back to Liberty Island, the starting point of the first game, *awesome* closure, sense of unity, damn good storytelling - and...well...the gameplay feels anticlimactic. Maybe because it's more of the same...maybe because it's a "we ran out of time at the end and had to punt" deal...maybe because none of the choices you can make in the end are very satisfying? One of the endings I saw was depressing, the other -- and I think it was the 'good' ending -- creepy.
Tomo Moriwaki has a rule for final bosses: he says that the whole game is just training for the final boss. Metroid Prime was a great example of this, where your entire repertoire of moves is necessary at the end. But if Deus Ex went this route - in the final level, you had to use stealth AND shooting AND hacking AND so on - it would have violated the spirit of the game. Deus Ex is about OR. I don't know what the Ion Storm guys should have done here.
The first
Deus Ex made me realize the value of a continuous world. (Although it wasn't the first to have one.) A little bit of jargon: I would define a "continuous world" as one where you're not artificially constrained. Games which have traditional levels, where you can't backtrack (You came in from this door but now it's locked? - we employed this device a couple of times in
Spider-Man 1. Ew.) are not continuous. Games like Zelda, Deus Ex, Quake 2, and Half-Life are. I'd further define a "seamless world" as continuous worlds that have no visible load times: GTA3, Dungeon Siege, Prince Of Persia, Ultima VI, and Metroid Prime are all mostly seamless. The storyteller in us does not like continuous worlds! The storyteller wants to get to the action, and skip the boring walking around parts. But the game designer loves continuous worlds. The game designer wants to immerse the player and give them control. It is wonderful that Deus Ex is continuous. Hopefully the next Deus Ex will be seamless, because the load times were too long.
Oh, and I should mention that the music is excellent. Combined with the lighting, it feels like you're in Blade Runner.
I ended up bagging on the game a lot more than I intended to. It's easy to find fault but hard to put your finger on those intangibles that make you want to keep playing. I'm especially culpable because these 'notes on' articles I write aren't supposed to be pejorative but are supposed to point out cool interesting things about games. I should point out: this is a very good game. It's like Deus Ex but better. This is the first game in a long, long time that I'm playing again.