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The population of the middle-east continue to starve whilst fighting off an AIDS
epidemic, Robert Mugabe persists in driving Zimbabwe further into economic and
political disaster, statistically more people today are using anti-depressants
than ever before; desperate to find balance in a world where politians perpetually
lie and fulfill their own self-interests, and the media tells us not who we are
but who we should actually be.
Frame-rates aren’t optimised.
Perspective is always important, and it seems that what we’ve become
willing to accept in our every day lives, and what we’re willing to accept
in videogames, are two entirely different things. We want our entertainment
to be pure, flawless, even the slightest technical hitch can be enough to jerk
us out of this virtual playground and drop you, the player, back to earth.
This is the quandary that Deus Ex: Invisible War faces, on one hand it has
much to offer; freedom of choice and consequence, intriguing though flawed physics,
and an involving plotline which becomes more complex the further you delve.
On the other hand it doesn’t spoon-feed visual delights; textures can
be muddy and ill-defined, character models have a tendency to repeat, and the
frame-rate never really achieves a comfortable medium. Unfortunately, for some,
these points alone will slam an impenetrable barrier between them and any potential
enjoyment.
Until Invisible War, PC owners hadn’t seriously considered that they
could come off worse in a dual-format release. Naturally, after the furor which
followed a recent demo, Warren Spector put up a valiant fight defending the
merits of Invisible War on both PC and XBox,. But the fact remains that this
is primarily an XBox game.
The control scheme has been shrewdly and carefully mapped to the XBox pad,
quickly becoming intuitive to the player. Auto-aim is default enabled in the
options menu, passwords and keycodes are now inputted automatically upon being
discovered, and the skills system from Deus Ex has been wiped clean in favour
of bio-mod upgrades and weapon add-ons. Character generation, a feature which
was joined at the hip with the skills system has also been scrapped. Little
is left except the option of choosing a male or female character, and altering
their skin tone to one of three variations, any tailoring you desire will concern
the aforementioned bio-mods and weapons.
Regrettably, the developer’s consideration of console gamers didn’t
stop with the control scheme and interface, they also make some questionable
choices about what we prefer, too.
Biomod canisters, used to upgrade your systems, were a rare and desirable sight
in Deus Ex; when you finally got your hands on one it was a matter of some deliberation
to decide how best to use it, particularly as your choice was effectively irreversible.
This also meant that you had to commit to a single set of abilities throughout
the game, usually ones which matched your playing style, but Invisible War totally
erases this consideration by selling out to the impatient player. There are
so many biomod canisters now that you can, conceivably, experience all the biomod
abilities and still have more than a handful of canisters left at the end of
the game. Don’t like a chosen ability? Not a problem, find a new canister
and you can over-write the talent which doesn’t suit you, it’s all
as unpleasantly casual as trying on clothes in a shop.
The idea of Universal Ammo also had stalwart fans frothing at the mouth, and
while it is by no means a blunder which wrecks the game, it’s unlikely
that after a few hours play you won’t see their point. Each weapon in
the game, including melee devices, draws upon a single pool of ammunition which
is compatible with everything from a flamethrower to a stun-prod. What was classified
as stream-lining feels like another nod to the ‘play fast, think later’
mindset that Ion Storm seem convinced console owners adhere to.
Invisible War’s plot, despite some lofty pretensions, substitutes the
detailed conspiracies of Deus Ex for smoke and mirrors. Mystery is replaced
with ignorance, you’re given a chance of choosing a faction but so little
information is made available about aims and methods of operation that the choice
itself is moot. Events which took place in Deus Ex are constantly alluded to,
and as all three optional endings of the original occurred there is plenty to
talk about. Nobody knows whether JC Denton is still alive, but the chance of
meeting him is constantly dangled before you, suffice to say the two plotlines
do inevitably connect.
In terms of a timeframe, the story will take anywhere from fifteen to twenty
hours to reach a conclusion. There is some visitation to different countries
involved, just as in Deus Ex, with Cairo and Germany featuring prominently,
but the crafty excuse of Martial Law is used to limit your access and depth
of exploration in these places.
Freedom of action and decision in Invisible War is still crucially present,
yet everything is more placid, less demanding. Realising that you could kill
your partner in the original Deus Ex and the game would continue, taking this
into account, rather than fading into a black ‘Game Over’ screen
was a stunning realisation. It presented a fluid world and let us do things
our way; we knew that we were playing something special, something new.
Invisible War does give you that, but often in oddly unsatisfying Happy Meal
sized packages; it leads you by the nose to an alternate route or solution then
gushes and praises your ingenuity when you easily uncover it. Ventilation ducts
run like rabbit warrens through every major installation, which is a sin carried
over and expanded on from the original; being faced with an impenetrable laser-grid,
a defence droid, and patrolling guards, then looking down and spotting a ventilation
grid to bypass them all sometimes borders on the comedic.
With those contentions out of the way you may be asking, and worrying, about
how much is left. The answer is a surprising amount. As while Ion Storm put
a few too many unnecessary bullets in their own feet with the design of Invisible
War, they didn’t lose sight of some of the factors that made Deus Ex so
enjoyable for so many people - namely, atmosphere and style.
The Havok physics engine, now surfacing in recent and forthcoming titles such
as Max Payne 2 and Thief 3, is a worthwhile addition. There’s no denying
the teething problems, such as unrealistic weights for objects which can result
in unintentional ‘bull in a china shop’ moments, with objects tumbling
and bouncing all around as you walk calmly through an apartment. That said,
watching the enemy scatter furniture as your shotgun blasts knocks them across
the room, or tipping a sniper over a high railing with a well-aimed pistol shot,
count as moments which are well worth one or two faults.
The roughness of the graphics is saved by superb lighting effects and detailed
character models, elevating it to the state where there is enough detail for
even the unfinished edges to create their own distinct feel. Due to seminal
science-fiction films like Blade Runner many of us will give Invisible War a
fair amount of slack, seeing these dingy, closed in areas not as limited design
view but rather snapshots of an oppressive and bleak future.
Sonically it has some stand-out moments, the resonant beat of the nightclub,
and professional bands adding their talents to the songs played via holographic
jukeboxes, but these are burdened by merely adequate voice acting.
If ignorance is bliss then familiarity can be hell, the militant gamers’
howls of pain and derision are not so much aimed at Invisible War but at themselves,
trapped by the shadow of Deus Ex and unable to escape that black expanse to
sample new riches based in the same universe. Those who are unfamiliar with
the original are a different matter, however, they simply will not see many
of the faults which most reviews furiously trumpet, and as such are in line
for a refreshing and varied gaming experience.
It almost certainly isn’t the Deus Ex sequel many of us hoped for, but
is only marginally less worthy for that. Invisible War welcomes new gamers,
it caters for them and supports them, while nodding and making an occasional
blithe reassurance to the vetrans skulking in the wings. Evolution or minimisation?
One thing is for sure, if you remain uncertain as to which side of the fence
you’re sitting on, you may just be able to allow yourself an immersive
and unique period in which to decide. |