| PCPP#097aaa: Deus Ex IW Review |
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Page 1 of 3 CLASSIC PCPP PCPP#097: Deus Ex Invisible War Review Wed, 17 December 2008 (click the cover for a full-size image) It's probably the most controversial game of all time. The gaming community seems to be divided in half, with some applauding the game for giving the players increased choice, while others criticised it for not quite reaching the same lofty standards as its predecessor, particularly in terms of story. With number 3 on the way, we thought we'd take a look back at Invisible War. Is it really a bit rubbish, or does it represent a high point in the history of FPS, rivalling the epiphany that was Deus Ex? It's all a conspiracy I tell's ya! Let me begin by giving you a big fat warning: this review contains spoilers. I'm sorry, but since the amazing revelations about what happens during DX2 start five minutes into the game, it's simply impossible to talk about it in any meaningful way without giving away at least a few of the secrets. However, I can reassure you by saying that DX2 has so many secrets and twists that even if I listed out half a dozen of them right now there'd still be plenty more to discover. In fact, in some ways this is what's wrong with the game - DX2 is, like its predecessor, a conspiracy nut's wet dream with guns, but unlike DX1 it packs a similar number of shocking denouements into a game a little less than half the size. Short n' Sweet ![]() JC's getting a rave party downloaded directly into his brain. Here's the cute metaphor - if Deus Ex was the gaming equivalent of the Lord of the Rings book, then Invisible War is the equivalent of the blockbuster Hollywood trilogy films of the book. It's more spectacular, potentially more engaging, has brighter colours but is considerably more brief and doesn't give you that massive sense of achievement that finally ploughing through the original gave. And yet this is not necessarily a wholly negative thing. Here's another cute metaphor - the hardest thing for a newly forged soccer team to learn is to pass BACKWARDS to their own defensive line. Ion Storm has learnt from DX1 that everything they included in the game was not necessarily good, even though it worked. The classic example is lockpicks and multitools. It's easy to see that these are essentially the same device - and what's the deal with a tool that can hack electronically into a variety of devices but can't open locks? Therefore, lockpicks and multitools have been combined in DX2. Guns n' Butter ![]() Now I'm gonna need to clean these stairs AGAIN. Third time this week... Different weapons use different amounts of ammo, as do different weapon modes. This takes some getting used to but ultimately makes the game more streamlined - you don't have to spend hours running around levels just looking for ammo. |

























