User Rating: 8.9 | Deus Ex: Invisible War PC
As someone who enjoyed the first game very much, I approached the sequel with considerable trepidation. I could imagine the problems that would arise with determining which of three outcomes a returning player might have chosen. If the developers ignored this choice, some gamers may have felt slightly cheated. The developers solved this problem quite neatly by simply by adopting an ending that takes into account all three endings. Overall, I think it succeeds quite nicely. First, the graphics are incredible and the look of the game is simply astounding. This comes at a price. The recommended options are pretty much correct and the only thing I would add is a little more ram. It takes a hefty machine to run this at its highest detail settings. The good news is that at lower settings, it still looks damn good. I ran it on my 1.5 GHz and still had a very enjoyable experience. Deus Ex broke new ground by combining a deep, rich story with FPS action and RPG character development. The sequel makes some changes to that formula. First, most of the RPG elements are gone. The skill system used in the first game is largely dumped in favor of customization of “Biomods” Biomods are nanite infusions that grant physical or skill increases by nanotech reprogramming of the molecular restructuring of the human form. These biomods are flexible enough that if you make a mistake, you can fix and slot in a different mod, but I recommend that you read the book that came with game and plan which mods you want. The mods are set up to support different styles of play. There are stealth mods that are perfect for you sneaky types and combat mods that will help the bashers in a standup fight by detonating ordinance at a distance. Either style will work and the game lets you choose whichever you prefer. One of the goals that the designers must have had was to create a story line that you can actually effect. In this they succeed by opening and closing dialog and quest paths based on the decisions you make. For example, if you kill one of the other trainees in the opening then they won’t be there to oppose you or help you later in the game. The factions in the game will try to recruit and will be fairly forgiving of you opposing some of their goals, but each of them have a point of no return late in the game which closes off particular endings. Players who wish to experience all the endings will take care to preserve a savepoint far enough back so that the player can make different decisions. There are four different possible endings and nice cutscene that shows you the consequences of each ending. The story is as rich and deep as the first one. The plot is involving and intricate which helps make up for the fact that the gameplay is not as good as the original. There are so many different ways to solve a puzzle that it simply isn’t as much of challenge. One of the first weapons you get is a boltcaster that has a scope and shoots tranquilizing darts. It’s cheap in ammo usage and is effective against every enemy except for armored troops and robots. With weapon mods that let you do extra damage and increase the refire rate, you can shoot a guard three times before even has a chance to react. Using the scope puts you so far away that he collapses before he can even get close. Finally, a word has to be said about the rocket launcher. It’s very, very good. In fact, it’s too good. Using the secondary fire mode, you get a guided missile that you can control. It allows you to sit halfway across the map and repeatedly shoot the bad guys without them having any chance to retaliate or even realize what is killing them. Where is the skill in that? Overall, I still rate this game very highly because of the deep and involving story. It actually leaves up closely to the idea of an interactive novel that has been bandied about the industry the last 25 years or so. This is such a remarkable achievement that it helps gloss over slightly lackluster gameplay.

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